mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 00:21:31 +11:00
147 lines
8.2 KiB
PHP
147 lines
8.2 KiB
PHP
/*
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Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel
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Copyright (C) 2019-2022 HyperspaceMadness - HyperspaceMadness@outlook.com
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Incorporates much great feedback from the libretro forum, and thanks
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to Hunterk who helped me get started
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See more at the libretro forum
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https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see [http://www.gnu.org/licenses/].
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*/
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//---------------------------------------------------------------------------------------------------
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// REFLECTION
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_REFLECTION_EMPTY_LINE " " 0 0 0.001 0.001
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#pragma parameter HSM_REFLECTION_TITLE "[ REFLECTION ]:" 0 0 0.01 0.01
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#pragma parameter HSM_REFLECT_GLOBAL_AMOUNT " Global Amount" 40 0 1000 1
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float HSM_REFLECT_GLOBAL_AMOUNT = global.HSM_REFLECT_GLOBAL_AMOUNT / 100;
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#pragma parameter HSM_REFLECT_GLOBAL_GAMMA_ADJUST " Global Gamma Adjust" 1.2 0.25 3 0.05
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float HSM_REFLECT_GLOBAL_GAMMA_ADJUST = global.HSM_REFLECT_GLOBAL_GAMMA_ADJUST;
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#pragma parameter HSM_REFLECT_DIRECT_AMOUNT " Direct Reflection" 150 0 300 2
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float HSM_REFLECT_DIRECT_AMOUNT = global.HSM_REFLECT_DIRECT_AMOUNT / 100;
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#pragma parameter HSM_REFLECT_DIFFUSED_AMOUNT " Diffused Reflection" 50 0 300 2
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float HSM_REFLECT_DIFFUSED_AMOUNT = global.HSM_REFLECT_DIFFUSED_AMOUNT / 100;
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#pragma parameter HSM_REFLECT_FULLSCREEN_GLOW " FullScreen Glow" 75 0 600 0.5
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float HSM_REFLECT_FULLSCREEN_GLOW = global.HSM_REFLECT_FULLSCREEN_GLOW / 100;
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#pragma parameter HSM_REFLECT_FULLSCREEN_GLOW_GAMMA " FullScreen Glow Gamma" 3 0 5 0.02
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float HSM_REFLECT_FULLSCREEN_GLOW_GAMMA = global.HSM_REFLECT_FULLSCREEN_GLOW_GAMMA;
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#pragma parameter HSM_REFLECT_BEZEL_INNER_EDGE_AMOUNT " Bezel Inner Edge Amount" 130 0 300 2
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float HSM_REFLECT_BEZEL_INNER_EDGE_AMOUNT = global.HSM_REFLECT_BEZEL_INNER_EDGE_AMOUNT / 100;
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#pragma parameter HSM_REFLECT_BEZEL_INNER_EDGE_FULLSCREEN_GLOW " Bezel Inner Edge Fullscreen Glow" 40 0 1000 1
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float HSM_REFLECT_BEZEL_INNER_EDGE_FULLSCREEN_GLOW = global.HSM_REFLECT_BEZEL_INNER_EDGE_FULLSCREEN_GLOW / 100;
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#pragma parameter HSM_REFLECT_FRAME_INNER_EDGE_AMOUNT " Frame Inner Edge Amount" 50 0 300 2
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float HSM_REFLECT_FRAME_INNER_EDGE_AMOUNT = global.HSM_REFLECT_FRAME_INNER_EDGE_AMOUNT / 100;
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#pragma parameter HSM_REFLECT_FRAME_INNER_EDGE_SHARPNESS " Frame Inner Edge Sharpness" 90 0 90 2
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float HSM_REFLECT_FRAME_INNER_EDGE_SHARPNESS = global.HSM_REFLECT_FRAME_INNER_EDGE_SHARPNESS / 100;
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#pragma parameter HSM_REFLECT_SHOW_TUBE_FX_AMOUNT " Show Tube Effects in Reflection Amount" 100 0 100 2
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float HSM_REFLECT_SHOW_TUBE_FX_AMOUNT = global.HSM_REFLECT_SHOW_TUBE_FX_AMOUNT / 100;
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//---------------------------------------------------------------------------------------------------
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// Reflection Fading
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_REFLECTION_FADE_EMPTY_LINE " " 0 0 0.001 0.001
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#pragma parameter HSM_REFLECTION_FADE_TITLE "[ REFLECTION FADE ]:" 0 0 0.01 0.01
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#pragma parameter HSM_REFLECT_FADE_AMOUNT " Fade Amount" 100 0 100 5
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float HSM_REFLECT_FADE_AMOUNT = global.HSM_REFLECT_FADE_AMOUNT / 100;
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#pragma parameter HSM_REFLECT_RADIAL_FADE_WIDTH " Radial Fade Width" 100 0 1000 1
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float HSM_REFLECT_RADIAL_FADE_WIDTH = global.HSM_REFLECT_RADIAL_FADE_WIDTH / 350;
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#pragma parameter HSM_REFLECT_RADIAL_FADE_HEIGHT " Radial Fade Height" 100 0 1000 1
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float HSM_REFLECT_RADIAL_FADE_HEIGHT = global.HSM_REFLECT_RADIAL_FADE_HEIGHT / 350;
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#pragma parameter HSM_REFLECT_LATERAL_OUTER_FADE_POSITION " Lateral Outer Fade Position" -18 -500 500 0.5
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float HSM_REFLECT_LATERAL_OUTER_FADE_POSITION = global.HSM_REFLECT_LATERAL_OUTER_FADE_POSITION / -1000;
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#pragma parameter HSM_REFLECT_LATERAL_OUTER_FADE_DISTANCE " Lateral Outer Fade Distance" 20 1 400 0.5
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float HSM_REFLECT_LATERAL_OUTER_FADE_DISTANCE = global.HSM_REFLECT_LATERAL_OUTER_FADE_DISTANCE / 100;
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//---------------------------------------------------------------------------------------------------
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// Reflection Blur
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_REFLECT_BLUR_EMPTY_LINE " " 0 0 0.001 0.001
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#pragma parameter HSM_REFLECT_BLUR_TITLE "[ REFLECTION BLUR ]:" 0 0 0.01 0.01
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#pragma parameter HSM_REFLECT_BLUR_NUM_SAMPLES " Blur Samples - 0 for OFF" 12 0 40 1
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float HSM_REFLECT_BLUR_NUM_SAMPLES = global.HSM_REFLECT_BLUR_NUM_SAMPLES;
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#pragma parameter HSM_REFLECT_BLUR_MIN " Min Blur" 0 0 100 1
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float HSM_REFLECT_BLUR_MIN = global.HSM_REFLECT_BLUR_MIN / 100;
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#pragma parameter HSM_REFLECT_BLUR_MAX " Max Blur" 95 0 100 1
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float HSM_REFLECT_BLUR_MAX = global.HSM_REFLECT_BLUR_MAX / 100;
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#pragma parameter HSM_REFLECT_BLUR_FALLOFF_DISTANCE " Falloff Distance" 100 0 1000 1
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float HSM_REFLECT_BLUR_FALLOFF_DISTANCE = global.HSM_REFLECT_BLUR_FALLOFF_DISTANCE / 100;
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// Reflection Noise
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#pragma parameter HSM_REFLECT_NOISE_EMPTY_LINE " " 0 0 0.001 0.001
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#pragma parameter HSM_REFLECT_NOISE_TITLE "[ REFLECTION NOISE ]:" 0 0 0.01 0.01
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#pragma parameter HSM_REFLECT_NOISE_AMOUNT " Noise Amount" 50 0 100 1
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float HSM_REFLECT_NOISE_AMOUNT = global.HSM_REFLECT_NOISE_AMOUNT / 100;
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#pragma parameter HSM_REFLECT_NOISE_SAMPLES " Noise Samples - 0 | 1 | 2 | 12" 1 0 3 1
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float HSM_REFLECT_NOISE_SAMPLES = global.HSM_REFLECT_NOISE_SAMPLES;
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#pragma parameter HSM_REFLECT_NOISE_SAMPLE_DISTANCE " Sample Distance" 100 0 500 5
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float HSM_REFLECT_NOISE_SAMPLE_DISTANCE = global.HSM_REFLECT_NOISE_SAMPLE_DISTANCE / 500;
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// #pragma parameter HSM_REFLECT_BRIGHTNESS_NOISE_BLACK_LEVEL " Mask Black Level" 0 -100 100 0.5
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// float HSM_REFLECT_BRIGHTNESS_NOISE_BLACK_LEVEL = (global.HSM_REFLECT_BRIGHTNESS_NOISE_BLACK_LEVEL / 1000 + 1);
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// #pragma parameter HSM_REFLECT_BRIGHTNESS_NOISE_BRIGHTNESS " Mask Brightness" 100 0 200 1
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// float HSM_REFLECT_BRIGHTNESS_NOISE_BRIGHTNESS = global.HSM_REFLECT_BRIGHTNESS_NOISE_BRIGHTNESS / 100;
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//---------------------------------------------------------------------------------------------------
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// REFLECTION MASK
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//---------------------------------------------------------------------------------------------------
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#include "params-2-reflection-mask.inc"
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// Glass Preset Stuff
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#pragma parameter HSM_REFLECT_GLASS_EMPTY_LINE " " 0 0 0.001 0.001
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#pragma parameter HSM_REFLECT_GLASS_TITLE "[ REFLECTION GLASS ]:" 0 0 0.01 0.01
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#pragma parameter HSM_GLASS_BORDER_ON " Glass Border ON (For Glass Preset)" 0 0 1 1
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float HSM_GLASS_BORDER_ON = global.HSM_GLASS_BORDER_ON;
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#pragma parameter HSM_REFLECT_VIGNETTE_AMOUNT " Glass Reflection Vignette" 0 0 100 0.5
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float HSM_REFLECT_VIGNETTE_AMOUNT = global.HSM_REFLECT_VIGNETTE_AMOUNT / 100;
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#pragma parameter HSM_REFLECT_VIGNETTE_SIZE " Glass Reflection Vignette Size" 100 50 200 2
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float HSM_REFLECT_VIGNETTE_SIZE = global.HSM_REFLECT_VIGNETTE_SIZE / 100;
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/////////////// CONSTANT TUNING SETTINGS ///////////////
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// #ifndef HSM_REFLECT_CORNER_SPREAD_FALLOFF
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// #define HSM_REFLECT_CORNER_SPREAD_FALLOFF 100
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// #endif
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