mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 08:31:31 +11:00
682 lines
23 KiB
Plaintext
682 lines
23 KiB
Plaintext
// mix_step returns a or b, depending on the mix value.
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// mix is supposed to have just 2 values, 1.0 or 0.0;
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vec2 mix_step(vec2 a, vec2 b, float mix){
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return (a * (1 - mix)) +
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(b * mix) ;
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}
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vec3 mix_step(vec3 a, vec3 b, float mix){
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return (a * (1 - mix)) +
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(b * mix) ;
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}
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vec4 mix_step(vec4 a, vec4 b, float mix){
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return (a * (1 - mix)) +
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(b * mix) ;
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}
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float mix_step(float a, float b, float mix){
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return (a * (1 - mix)) +
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(b * mix) ;
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}
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//REFLECTION RELATED START
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float circle_smooth(vec2 coords, vec2 middle, float f_radius, float FALLOFF) {
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//Draw a circle with smoothed borders:
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float fdistance=distance(middle, vec2(coords.x, coords.y));
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float circle = (1-smoothstep(f_radius-FALLOFF, f_radius+FALLOFF, fdistance));
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return circle;
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}
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float square_smooth(vec2 co, vec2 corner, float size, float smoothshade) {
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//Draws a square with smooth borders:
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vec4 rect = vec4(corner.x, corner.y, corner.x+size, corner.y+size);
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vec2 hv = smoothstep(rect.xy - smoothshade, rect.xy, co) * smoothstep(co - smoothshade, co, rect.zw);
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return hv.x * hv.y;
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}
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float corners_shade(vec2 co, float size_multiplier){
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//Draws 4 smooth squares or circles in the corners.
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//They are intended to modulate the blur radius and the strength of the reflection.
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/*
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vec4 circles;
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float circle_radius = size; //0.13?
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float circle_falloff = smoothsize; //0.05?
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float circle_power =2.0;
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circles.x = circle_smooth(co, vec2(0.0,0.0), circle_radius, circle_falloff) * circle_power;
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circles.y = circle_smooth(co, vec2(0.0,1.0), circle_radius, circle_falloff) * circle_power;
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circles.z = circle_smooth(co, vec2(1.0,0.0), circle_radius, circle_falloff) * circle_power;
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circles.w = circle_smooth(co, vec2(1.0,1.0), circle_radius, circle_falloff) * circle_power;
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float circle = max(max(max(circles.x, circles.y), circles.z), circles.w);
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circle = min(circle, 1.0);
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circle = 1-circle;
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return circle;
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*/
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vec4 squares;
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float squaresize = BEZEL_REFL_CORNER_BLANK_SIZE * size_multiplier;
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float squarefade = BEZEL_REFL_CORNER_BLANK_SHADE * size_multiplier;
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//(vec2 co, vec2 corner, float size, float smoothshade) {
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squares.x = square_smooth(co, vec2(0.0,0.0), squaresize, squarefade);
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squares.y = square_smooth(co, vec2(1.0 - squaresize, 0.0), squaresize, squarefade);
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squares.z = square_smooth(co, vec2(0.0, 1-squaresize), squaresize, squarefade);
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squares.w = square_smooth(co, vec2(1-squaresize, 1-squaresize), squaresize, squarefade);
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return max(max(max(squares.x, squares.y), squares.z), squares.w);
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}
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//REFLECTION RELATED ENDS
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vec3 pixel_push_luminance(vec3 c, float strength) {
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//if (strength == 0.0) return c; //lighter without the check.
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float whiteness = max(max(c.r, c.g), c.b);
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whiteness = clamp(whiteness, 0.0, 1.0);
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return c * (1+vec3((1-whiteness) * strength));
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}
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vec3 apply_fuzzy_main_pass(vec3 color) {
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if (DO_IN_GLOW == 1.0)
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color = pow(color,vec3(IN_GLOW_GAMMA))*IN_GLOW_POWER;
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if (DO_VMASK_AND_DARKLINES == 1.0)
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color *= mix ( (1.0 - ((RGB_MASK_STRENGTH*0.5)+(DARKLINES_STRENGTH*0.2))), 1.0, MASK_COMPENSATION) ;
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if (DO_HALO == 1.0)
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color += pow(color,vec3(HALO_GAMMA))*HALO_POWER;
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if (DO_SCANLINES == 1.0)
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color *= 0.5 + (SCANLINE_DARK*0.5);
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if (DO_CCORRECTION == 1.0)
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color = pow(color, vec3(GAMMA_OUT));
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if (DO_VIGNETTE == 1.0)
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color *= 0.8 * (V_POWER);
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return color;
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}
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vec2 offsets_from_float(float in_param, int range){
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return vec2(
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(int(in_param) % range) - range*0.5,
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floor(in_param / range) - range*0.5
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);
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}
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/*vec2 circles(float param, float c_radius, float aspect, float directions) {
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//given a 1d input param return full circles increasing radius.
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param = param*(pi/directions);
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float m = (c_radius * floor(param/pi)) * 100;
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return vec2(m * sin(param) * aspect, m * cos(param)) * vec2(aspect,1.0);
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}
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vec2 spiral(float param,float spr_radius,vec2 spr_offset, vec2 spr_scale) {
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//given a 1d input param returns a spiral
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float m = spr_radius * param;
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return vec2(m * sin(param), m * cos(param)) * spr_scale + spr_offset;
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}
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*/
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bool similar(float a, float b, float threshold) {
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return abs(a-b) < threshold;
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}
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bool vec2_similar(vec2 a, vec2 b, float threshold) {
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return abs(a.x-b.x) < threshold && abs(a.y-b.y) < threshold;
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}
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vec2 zoom(vec2 in_coords, float zoom_factor) {
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float off = 1.0/(zoom_factor*2.0) - 0.5;
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return (in_coords/zoom_factor)-off;
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}
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float zoom1D(float in_coord, float zoom_factor) {
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float off = 1.0/(zoom_factor*2.0) - 0.5;
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return (in_coord/zoom_factor)-off;
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}
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vec2 zoomxy(vec2 in_coords, vec2 zoom_factor) {
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vec2 off = 1.0/(zoom_factor*2.0) - 0.5;
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return (in_coords/zoom_factor)-off;
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}
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vec2 zoomout_coords(vec2 in_coords, float zoom_out, float aspect) {
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// to convert to standard zoom:
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// zoomout_coords(x) = zoom( 1/(x+1) );
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vec2 zoom = vec2( 1 + zoom_out,
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1 + (zoom_out * aspect)
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);
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vec2 offset = vec2( (zoom.x-1.0) / 2.0,
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(zoom.y-1.0) / 2.0
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);
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return (in_coords * zoom) - offset;
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}
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bool scanline_have_to_flicker(bool is_interlaced) {
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return ((SCANLINE_FLICKERING == 1.0) || ((SCANLINE_FLICKERING==2.0) && is_interlaced ));
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}
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bool is_interlaced() {
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return (params.OriginalSize.y > MIN_LINES_INTERLACED);
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}
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float scale_to_range(float x, float dmin, float dmax) {
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//Scales 0..1 range to a..b range
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return ( (dmax-dmin) * x ) + dmin;
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}
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vec3 scale_to_range_vec3(vec3 x, float dmin, float dmax) {
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//Scales 0..1 range to a..b range
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return ( (dmax-dmin) * x ) + dmin;
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}
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vec2 scale_to_range_vec2(vec2 x, float dmin, float dmax) {
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//Scales 0..1 range to a..b range
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return ( (dmax-dmin) * x ) + dmin;
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}
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float map_range(float value, float min_in, float max_in, float min_out, float max_out) {
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//Scales value in [min_in - max_in] to [min_out - max_out]
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return min_out + (value - min_in) * (max_out - min_out) / (max_in - min_in);
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}
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vec3 apply_contrast_brightness(vec3 c, float contrast, float brightness) {
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return scale_to_range_vec3(c, -contrast, 1+contrast) + brightness;
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}
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float apply_contrast_brightness(float c, float contrast, float brightness) {
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return scale_to_range(c, -contrast, 1+contrast) + brightness;
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}
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float round_step(float f, float p) {
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return floor(f*p)/p;
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}
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#define VEC2_RND_A_B vec2(12.9898, 78.233)
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#define RND_C 43758.5453
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float random(float power, vec2 seed) {
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//From pal-singlepass.slang
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//https://github.com/svofski/CRT
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//Copyright (c) 2016, Viacheslav Slavinsky
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//All rights reserved.
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float dt = dot(seed.xy, VEC2_RND_A_B);
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float sn = mod(dt,3.14);
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float noise_out = fract(sin(sn) * RND_C);
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noise_out = scale_to_range(noise_out, -power, power);
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return noise_out;
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}
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//The following produces weird results when with dynamic seed like framecount.
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float random_fast(float power, vec2 seed) {
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float noise_out = fract(sin(dot(seed.xy, VEC2_RND_A_B)) * RND_C);
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noise_out = scale_to_range(noise_out, -power, power);
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return noise_out;
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}
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//CURVATURE
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#define corner_aspect vec2(1.0, 0.75)
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float fn_border(vec2 coord) {
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coord = (coord - vec2(0.5)) + vec2(0.5, 0.5);
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coord = min(coord, vec2(1.0) - coord) * corner_aspect;
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vec2 cdist = vec2(GEOM_CORNER_SIZE);
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coord = (cdist - min(coord, cdist));
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float dist = sqrt(dot(coord, coord));
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return clamp((cdist.x - dist)*GEOM_CORNER_SMOOTH, 0.0, 1.0);
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}
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float border(vec2 coord) {
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coord = (coord - vec2(0.5)) + vec2(0.5, 0.5);
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coord = min(coord, vec2(1.0) - coord) * corner_aspect;
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vec2 cdist = vec2(GEOM_CORNER_SIZE);
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coord = (cdist - min(coord, cdist));
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float dist = sqrt(dot(coord, coord));
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return clamp((cdist.x - dist)*GEOM_CORNER_SMOOTH, 0.0, 1.0);
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}
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vec2 Warp_06(vec2 uv) {
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//Pre-calc version for curvature = 0.6,0.6
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uv = uv * 2.0 - 1.0;
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float curvedCoordsDistance = length(uv);
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uv /= curvedCoordsDistance;
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uv *= 1.0-pow(vec2(1.0-(curvedCoordsDistance/1.4142)), vec2(0.8928) );
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uv /= 0.6659;
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uv = uv* 0.5 + 0.5;
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return uv;
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}
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//warp full new
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vec2 Warp(vec2 uv,float wx, float wy){
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// Transform coordinates to range [-1, 1]
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uv = uv * 2.0 - 1.0;
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vec2 pow_exp = 1.0/(1.0+vec2(wx, wy) * 0.2 ) ;
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//float curvedCoordsDistance = length(uv);
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float curvedCoordsDistance = sqrt(uv.x*uv.x+uv.y*uv.y);
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curvedCoordsDistance = clamp(curvedCoordsDistance, 0.0, 1.4142);
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vec2 pow_base = vec2(1.0-(curvedCoordsDistance/1.4142135623730950488016887242097));
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pow_base = abs(pow_base); // <-- this way intel and nvidia (probably amd) acts the same.
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uv /= curvedCoordsDistance;
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uv *= (1.0-pow(pow_base, pow_exp ));
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uv /= (1.0-pow(vec2(0.29289321881345247559915563789515), pow_exp ));
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// Transform coordinates back to [0, 1]
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return uv* 0.5 + 0.5;
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}
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vec2 Warp_try(vec2 pos, float warpX, float warpY) {
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/* float dist = length(pos-vec2(0.5))*10;
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float c = 1 - clamp(dist, 0.0,1.0);
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pos=zoom(pos, c);
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return pos;
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pos=zoom(pos, 1.006);
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*/
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float k=0.5; //0.1
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warpX*=k;
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warpY*=k;
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//pos.x=zoom1D(pos.x, 1+warpX*0.16);
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float powexp = 1.8;
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pos = pos*2.0-1.0;
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pos *= vec2(1.0 + pow(pos.y, powexp)*warpX, 1.0 + pow(pos.x, powexp)*warpY);
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return pos*0.5 + 0.5;
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}
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vec2 Warp_fast(vec2 uv, vec2 v_exp, vec2 arg2, float cut_ears) {
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/*This version is exact and faster than the other implementation,
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* Just because it needs precalculed arguments that can live in
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* vertex shader
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*/
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// Transform coordinates to range [-1, 1]
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uv = uv * 2.0 - 1.0;
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//float curvedCoordsDistance = length(uv);
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float curvedCoordsDistance = sqrt(uv.x*uv.x+uv.y*uv.y);
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curvedCoordsDistance = min(curvedCoordsDistance, cut_ears);
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vec2 pow_base = vec2(1.0-(curvedCoordsDistance/1.4142));
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pow_base = abs(pow_base); // <-- this way intel and nvidia (probably amd) acts the same.
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uv /= curvedCoordsDistance;
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uv *= 1.0-pow(pow_base, v_exp );
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uv /= arg2;
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// Transform coordinates back to [0, 1]
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return uv * 0.5 + 0.5;
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}
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//VIGNETTE - SPOT
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/* float gauss(float x, float x0, float sx, float size, float power){
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float arg = x-x0;
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arg = -(1/size)/2.*arg*arg/sx;
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float a = 1./(pow(2.*3.1415*sx, 0.5));
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return a*exp(arg) * power;
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}
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float gauss_xy(float pos_x, float pos_y, float size, float power, float gmin, float gmax) {
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vec2 uv = vTexCoord.xy + vec2(pos_x,pos_y);
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float scale_uv = params.SourceSize.x / params.SourceSize.y;
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float gx = gauss(uv.x* scale_uv, 0.5*scale_uv, 0.1, size, power);
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float gy = gauss(uv.y, 0.5, 0.1, size, power);
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float light = gx*gy;
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return clamp(light,gmin,gmax);
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}
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*/
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//AMBILIGHT RELATED
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bool border_needed() {
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//returns if we need to draw on the border
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#ifdef STATIC_SUPPORT_BACKDROP
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return true;
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#else
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return (DO_AMBILIGHT + DO_BG_IMAGE + DO_BACKDROP > 0.0);
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#endif
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}
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#define mark_useless(x) mark_outer_frame(x)
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vec4 mark_outer_frame(vec3 pixel) {
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return vec4(pixel.rgb,0.0) ;
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//For my mental sanity, I use a specific alpha channel value to mark a frame as a border
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return vec4(pixel.r,pixel.g,pixel.b,alpha_mark) ;
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}
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#define is_useless(x) is_outer_frame(x)
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bool is_outer_frame(vec4 pixel) {
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return pixel.a <= 0.004; // about 1/256
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/*Check if a pixel is marked as border by comparing the value of its alpha channel
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Tolerance is needed, because precision can be as low as 1/256; since I don't need
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alpha channel, use an even large tolerance.
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*/
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return abs(pixel.a - alpha_mark) < 0.05; //<-- 0.05 allow about 20 alpha levels (1*0.05)
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}
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#define ar_tolerance 0.1 //To compensate when comparing different A/R
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bool is_rotated() {
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/*
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For some reason, probably retroarch rotates the view only on final viewport stage, transparent to the shader passes,
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The OutputSize of a pass that scales to viewport will have different aspect from the real final viewport.
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We exploit this to understand when a game is rotated.
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-->> This function only works if the calling pass scales to viewport.
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This will fail for very particular cases, eg: when output window is extremely tall
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*/
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return (abs((params.OutputSize.x/params.OutputSize.y) - (global.FinalViewportSize.x/global.FinalViewportSize.y)) > ar_tolerance);
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}
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float get_in_aspect() {
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if (ASPECT_X == 0) return 1.3333333333333; //all mame games, not rotated
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if (ASPECT_X == -1) return 1.5; // ntsc
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if (ASPECT_X == -2) return 1.25; // pal
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if (ASPECT_X == -3) return 1.143; // 8/7 snes
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if (ASPECT_X == -4) return 1.428; // 10/7 megadrive
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if (ASPECT_X == -5) return params.OriginalSize.x/params.OriginalSize.y; //uncorrected
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if (ASPECT_X == -6) return 0.75; // 3/4, pre-rotated (TATE) 1.33 games.
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return ASPECT_X / ASPECT_Y ;
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}
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vec2 get_scaled_coords_aspect(vec2 pTexCoord, vec4 destsize, float in_aspect , bool is_rotated){
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if (!border_needed()) return pTexCoord;
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//else
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float scale_x = 1.0;
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float scale_y = 1.0;
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float offset_x = 0.0 ;
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float offset_y = 0.0 ;
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if (is_rotated) {
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scale_y = destsize.x/(destsize.y / in_aspect );
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offset_y = (0.5 * scale_y ) - 0.5 ;
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} else {
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scale_x = destsize.x/(destsize.y * in_aspect);
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offset_x = (0.5 * scale_x ) - 0.5 ;
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}
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vec2 scale_coord=vec2(pTexCoord.x*scale_x - offset_x , pTexCoord.y*scale_y - offset_y);
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return scale_coord;
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}
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vec2 get_scaled_coords(vec2 pTexCoord, vec4 destsize, bool is_rotated){
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if (!border_needed()) return pTexCoord;
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//else
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float scale_x = 1.0;
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float scale_y = 1.0;
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float offset_x = 0.0 ;
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float offset_y = 0.0 ;
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float in_aspect = get_in_aspect();
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if (is_rotated) {
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scale_y = destsize.x/(destsize.y / in_aspect );
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offset_y = (0.5 * scale_y ) - 0.5 ;
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} else {
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scale_x = destsize.x/(destsize.y * in_aspect);
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offset_x = (0.5 * scale_x ) - 0.5 ;
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}
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vec2 scale_coord=vec2(pTexCoord.x*scale_x - offset_x , pTexCoord.y*scale_y - offset_y);
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return scale_coord;
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}
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vec2 integer_scale(vec2 in_coords, float target_aspect, bool is_rotated) {
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vec2 izoom;
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float raw_in_aspect = params.OriginalSize.x/params.OriginalSize.y;
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|
float adapted_aspect = target_aspect /raw_in_aspect;
|
|
in_coords.x = zoom1D(in_coords.x, adapted_aspect);
|
|
|
|
if (!is_rotated) {
|
|
//This is 1X integer zoom:
|
|
izoom = params.OriginalSize.xy / global.FinalViewportSize.xy;
|
|
//Find the maximum zoom allowed
|
|
float int_zoom = floor(global.FinalViewportSize.y / params.OriginalSize.y );
|
|
int_zoom = clamp(int_zoom, 1.0, GAME_GEOM_INT_SCALE_MAX);
|
|
izoom *= int_zoom;
|
|
} else {
|
|
izoom = params.OriginalSize.xy / global.FinalViewportSize.yx;
|
|
float int_zoom = floor(global.FinalViewportSize.y / (params.OriginalSize.x*adapted_aspect) );
|
|
int_zoom = clamp(int_zoom, 1.0, GAME_GEOM_INT_SCALE_MAX);
|
|
izoom *= int_zoom;
|
|
}
|
|
return zoomxy(in_coords, izoom);
|
|
}
|
|
|
|
float get_BEZEL_INNER_ZOOM() {
|
|
/*if (GAME_GEOM_INT_SCALE == 1.0 && DO_GAME_GEOM_OVERRIDE == 1.0)
|
|
return 0.0;
|
|
else
|
|
return BEZEL_INNER_ZOOM;
|
|
*/
|
|
//unbranched versions:
|
|
return BEZEL_INNER_ZOOM * (1 - DO_GAME_GEOM_OVERRIDE * GAME_GEOM_INT_SCALE);
|
|
|
|
//117.2
|
|
//return BEZEL_INNER_ZOOM * float( GAME_GEOM_INT_SCALE != 1.0 || DO_GAME_GEOM_OVERRIDE != 1.0 );
|
|
}
|
|
|
|
bool do_integer_scale() {
|
|
return DO_GAME_GEOM_OVERRIDE == 1.0 && GAME_GEOM_INT_SCALE == 1.0;
|
|
}
|
|
|
|
|
|
vec2 content_geom_override(vec2 co, float aspect, float in_aspect, float vshift, float hshift, float out_zoom){
|
|
//Aspect
|
|
//float bUse_original_aspect = float(aspect < 0.01);
|
|
float bUse_custom_aspect = step(0.01, aspect);
|
|
|
|
float scale_y;
|
|
/*if (aspect > 0.01)
|
|
scale_y = aspect/in_aspect;
|
|
else
|
|
scale_y = 1.0;
|
|
*/
|
|
//Unbranched previous:
|
|
scale_y = mix_step(1.0, aspect/in_aspect, bUse_custom_aspect );
|
|
|
|
float offset_y = (0.5 * scale_y ) - 0.5 ;
|
|
co.y = co.y*scale_y - offset_y;
|
|
//shift
|
|
co.y -= vshift/10.0;
|
|
co.x -= hshift/10.0;
|
|
//zoom
|
|
return zoom(co, out_zoom);
|
|
}
|
|
|
|
//Blur/Glow
|
|
vec3 glow_dumb(sampler2D in_texture, float glow_power, float gamma, vec2 coords) {
|
|
return pow( texture(in_texture, coords).rgb, vec3(gamma) ) * glow_power;
|
|
}
|
|
|
|
vec3 blur9_x(sampler2D image, vec2 uv, vec2 sourcesize, float sharpness_x) {
|
|
vec2 resolution = sourcesize * sharpness_x;
|
|
vec3 color = vec3(0.0);
|
|
vec2 off1 = vec2(1.3846153846, 0.0) ;
|
|
vec2 off2 = vec2(3.2307692308, 0.0) ;
|
|
color += texture(image, uv).rgb * 0.2270270270;
|
|
color += texture(image, uv + (off1 / resolution)).rgb * 0.3162162162;
|
|
color += texture(image, uv - (off1 / resolution)).rgb * 0.3162162162;
|
|
color += texture(image, uv + (off2 / resolution)).rgb * 0.0702702703;
|
|
color += texture(image, uv - (off2 / resolution)).rgb * 0.0702702703;
|
|
return color;
|
|
}
|
|
|
|
vec3 blur9_x_gamma(sampler2D image, vec2 uv, vec2 sourcesize, float sharpness_x, vec3 gamma) {
|
|
vec2 resolution = sourcesize * sharpness_x;
|
|
vec3 color = vec3(0.0);
|
|
vec2 off1 = vec2(1.3846153846, 0.0) ;
|
|
vec2 off2 = vec2(3.2307692308, 0.0) ;
|
|
vec3 lookup = texture(image, uv).rgb;
|
|
color += pow(lookup, gamma) * 0.2270270270;
|
|
lookup = texture(image, uv + (off1 / resolution)).rgb;
|
|
color += pow(lookup, gamma) * 0.3162162162;
|
|
lookup = texture(image, uv - (off1 / resolution)).rgb;
|
|
color += pow(lookup, gamma) * 0.3162162162;
|
|
lookup = texture(image, uv + (off2 / resolution)).rgb;
|
|
color += pow(lookup, gamma) * 0.0702702703;
|
|
lookup = texture(image, uv - (off2 / resolution)).rgb;
|
|
color += pow(lookup, gamma) * 0.0702702703;
|
|
return color;
|
|
}
|
|
|
|
vec3 blur9_y(sampler2D image, vec2 uv, vec2 sourcesize, float sharpness_y) {
|
|
vec2 resolution = sourcesize * sharpness_y;
|
|
vec3 color = vec3(0.0);
|
|
vec2 off1 = vec2(0.0, 1.3846153846) ;
|
|
vec2 off2 = vec2(0.0, 3.2307692308) ;
|
|
color += texture(image, uv).rgb * 0.2270270270;
|
|
color += texture(image, uv + (off1 / resolution)).rgb * 0.3162162162;
|
|
color += texture(image, uv - (off1 / resolution)).rgb * 0.3162162162;
|
|
color += texture(image, uv + (off2 / resolution)).rgb * 0.0702702703;
|
|
color += texture(image, uv - (off2 / resolution)).rgb * 0.0702702703;
|
|
return color;
|
|
}
|
|
|
|
/*float is_scanline(vec2 uv){
|
|
return float(int(mod(uv.y * params.OutputSize.y , 2.0 )) !=0.0) ;
|
|
}
|
|
|
|
vec3 blur9_y_e_scanline(sampler2D image, vec2 uv, vec2 sourcesize, float sharpness_y) {
|
|
|
|
float mymod = int(mod(uv.y * params.OutputSize.y , 2.0 )) ;
|
|
float scanline = float( (mymod != 0.0) ) ;
|
|
|
|
vec2 resolution = sourcesize * sharpness_y;
|
|
vec3 color = vec3(0.0);
|
|
vec2 off1 = vec2(0.0, 1.3846153846) ;
|
|
vec2 off2 = vec2(0.0, 3.2307692308) ;
|
|
scanline = is_scanline(uv);
|
|
color += texture(image, uv).rgb * scanline * 0.2270270270;
|
|
scanline = is_scanline(uv + (off1 / resolution));
|
|
color += texture(image, uv + (off1 / resolution)).rgb * scanline * 0.3162162162;
|
|
scanline = is_scanline(uv - (off1 / resolution) );
|
|
color += texture(image, uv - (off1 / resolution)).rgb * scanline * 0.3162162162;
|
|
scanline = is_scanline(uv + (off2 / resolution) );
|
|
color += texture(image, uv + (off2 / resolution)).rgb * scanline * 0.0702702703;
|
|
scanline = is_scanline(uv - (off2 / resolution) );
|
|
color += texture(image, uv - (off2 / resolution)).rgb * scanline * 0.0702702703;
|
|
return color;
|
|
}
|
|
|
|
|
|
vec3 blur9_y_alpha_aware(sampler2D image, vec2 uv, vec2 sourcesize, float sharpness_y) {
|
|
vec2 resolution = sourcesize * sharpness_y;
|
|
vec2 off1 = vec2(0.0, 1.3846153846) ;
|
|
vec2 off2 = vec2(0.0, 3.2307692308) ;
|
|
vec3 color = vec3(0.0);
|
|
vec4 lookup = texture(image, uv); color += lookup.a * lookup.rgb * 0.2270270270;
|
|
lookup = texture(image, uv + (off1 / resolution)); color += lookup.a * lookup.rgb * 0.3162162162;
|
|
lookup = texture(image, uv - (off1 / resolution)); color += lookup.a * lookup.rgb * 0.3162162162;
|
|
lookup = texture(image, uv + (off2 / resolution)); color += lookup.a * lookup.rgb * 0.0702702703;
|
|
lookup = texture(image, uv - (off2 / resolution)); color += lookup.a * lookup.rgb * 0.0702702703;
|
|
return color;
|
|
}
|
|
*/
|
|
|
|
vec3 blur5_x(sampler2D image, vec2 uv, vec2 sourcesize, float sharpness_x, float lod) {
|
|
vec2 resolution = sourcesize * sharpness_x;
|
|
vec3 color = vec3(0.0);
|
|
vec2 off1 = vec2(1.333333333333, 0.0) ;
|
|
color += textureLod(image, uv, lod).rgb * 0.29411764705882354;
|
|
color += textureLod(image, uv + (off1 / resolution), lod).rgb * 0.35294117647058826;
|
|
color += textureLod(image, uv - (off1 / resolution), lod).rgb * 0.35294117647058826;
|
|
return color;
|
|
}
|
|
|
|
vec3 blur5_y(sampler2D image, vec2 uv, vec2 sourcesize, float sharpness_y, float lod) {
|
|
vec2 resolution = sourcesize * sharpness_y;
|
|
vec3 color = vec3(0.0);
|
|
vec2 off1 = vec2(0.0, 1.333333333333) ;
|
|
color += textureLod(image, uv, lod).rgb * 0.29411764705882354;
|
|
color += textureLod(image, uv + (off1 / resolution), lod).rgb * 0.35294117647058826;
|
|
color += textureLod(image, uv - (off1 / resolution), lod).rgb * 0.35294117647058826;
|
|
return color;
|
|
}
|
|
|
|
float rgb_to_gray(vec3 rgb) {
|
|
return dot(rgb, vec3(0.299, 0.587, 0.114));
|
|
}
|
|
|
|
//smoothly shade x and y < 0.0, currently unused
|
|
/*float blur_shade(vec2 co, float size) {
|
|
|
|
float co_1D;
|
|
(co.x < 0.0 || co.x > 1.0) ? co_1D = co.x : co_1D = co.y ;
|
|
|
|
float side_hi_switch = float(co_1D > 1.0);
|
|
float side_lo_switch = float(co_1D < 0.0);
|
|
|
|
float smooth_min = 1.0 * side_hi_switch;
|
|
float smooth_max = smooth_min + (
|
|
( size * side_hi_switch) +
|
|
(-size * side_lo_switch )
|
|
);
|
|
|
|
return smoothstep(smooth_min, smooth_max, co_1D);
|
|
}
|
|
*/
|
|
|
|
|
|
vec3 hsv2rgb(vec3 c){
|
|
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
|
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
|
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
|
}
|
|
|
|
#define eps10 1.0e-10
|
|
vec3 rgb2hsv(vec3 c){
|
|
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
|
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
|
|
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
|
|
|
|
float d = q.x - min(q.w, q.y);
|
|
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + eps10)), d / (q.x + eps10), q.x);
|
|
}
|
|
|
|
float get_dyn_zoom(sampler2D tex) {
|
|
return 1.0 + (texture(tex, vec2(0.75,0.75) ).a/ DYNZOOM_FACTOR) ;
|
|
}
|
|
|
|
|
|
vec2 tilt(vec2 co, float is_rotated, vec2 tilt) {
|
|
|
|
vec2 r_tilt = vec2( mix_step(tilt.x, tilt.y, is_rotated),
|
|
mix_step(tilt.y, -tilt.x, is_rotated)
|
|
);
|
|
|
|
vec2 tilt_min = 1 - r_tilt;
|
|
vec2 tilt_max = 1 + r_tilt;
|
|
|
|
// X Tilt
|
|
float tilt_x_range = scale_to_range(co.y, tilt_min.x, tilt_max.x);
|
|
co = vec2( zoom1D(co.x, tilt_x_range),
|
|
zoom1D(co.y, tilt_x_range)
|
|
);
|
|
|
|
// Y Tilt
|
|
float tilt_y_range = scale_to_range(co.x, tilt_min.y, tilt_max.y);
|
|
co = vec2( zoom1D(co.x, tilt_y_range),
|
|
zoom1D(co.y, tilt_y_range)
|
|
);
|
|
|
|
// Aply FOV;
|
|
vec2 fov = mix(vec2(1.0), vec2(TILT_FOV), abs( tilt.xy ));
|
|
co = zoomxy(co, mix_step(fov.yx, fov.xy, is_rotated));
|
|
|
|
co.xy += mix_step(tilt.yx, -tilt.xy, is_rotated) * 0.4;
|
|
|
|
return co;
|
|
|
|
}
|
|
|
|
bool is_first_outside_rect(vec2 point, vec4 rect) {
|
|
return (point.x < rect.x || point.x > rect.z ||
|
|
point.y < rect.y || point.y > rect.w) ;
|
|
}
|
|
|
|
bool is_first_inside_rect(vec2 point, vec4 rect) {
|
|
return (point.x >= rect.x && point.x < rect.z &&
|
|
point.y >= rect.y && point.y < rect.w) ;
|
|
}
|