mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 09:51:30 +11:00
305 lines
11 KiB
C++
305 lines
11 KiB
C++
/*
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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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/////////////// IMPORTS ///////////////
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#include "common/globals-and-image-layers-params.inc"
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#include "common/common-functions.inc"
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#include "common/common-functions-bezel.inc"
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#define RENDER_SIMPLE_MODE_NONE 0
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#define RENDER_SIMPLE_MODE_BLACK_SCREEN 1
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#define RENDER_SIMPLE_MODE_BLACK_SCREEN_AND_BG 2
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#define RENDER_SIMPLE_MODE_PINK_MASK 3
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#define RENDER_SIMPLE_MODE_BLACK_WHITE_MASK 4
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#define RENDER_SIMPLE_MASK_TYPE_SCREEN 0
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#define RENDER_SIMPLE_MASK_TYPE_TUBE 1
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#define RENDER_SIMPLE_MASK_TYPE_BEZEL_AND_FRAME 2
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#define RENDER_SIMPLE_MASK_TYPE_BEZEL 3
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#define RENDER_SIMPLE_MASK_TYPE_FRAME 4
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vec2 UNFLIPPED_VIEWPORT_COORD = vec2(0.5);
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vec2 FLIPPED_VIEWPORT_COORD = vec2(0.5);
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//////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 6) out vec2 vTexCoord;
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//////////////////////////////////////////////////////////////////////////////////////////////////
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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// Not sure why we need linearize this but it seems to have a smoother range this way
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma stage fragment
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layout(location = 6) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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// Pass Framebuffer Textures
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layout(set = 0, binding = 1) uniform sampler2D InfoCachePass;
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layout(set = 0, binding = 2) uniform sampler2D CorePass;
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layout(set = 0, binding = 3) uniform sampler2D DerezedPass;
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layout(set = 0, binding = 4) uniform sampler2D DeditherPass;
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layout(set = 0, binding = 5) uniform sampler2D ColorCorrectPass;
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layout(set = 0, binding = 6) uniform sampler2D LinearizePass;
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layout(set = 0, binding = 7) uniform sampler2D CRTPass;
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layout(set = 0, binding = 8) uniform sampler2D PostCRTPass;
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#ifdef IS_NO_REFLECT_PRESET
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#define MiddlePass PostCRTPass
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#else
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layout(set = 0, binding = 9) uniform sampler2D ReflectionPass;
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#define MiddlePass ReflectionPass
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#endif
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layout(set = 0, binding = 10) uniform sampler2D BR_LayersUnderCRTPass;
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layout(set = 0, binding = 11) uniform sampler2D BR_LayersOverCRTPass;
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layout(set = 0, binding = 12) uniform sampler2D CombinePassFeedback;
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#define PassFeedback CombinePassFeedback
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vec3 PrepGraphicsForHDR(vec3 in_color)
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{
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vec3 out_color = in_color.rgb;
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out_color *= HSM_GLOBAL_GRAPHICS_BRIGHTNESS;
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#ifdef IS_HDR_PRESET
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if((HCRT_HDR < 1.0f) && (HCRT_COLOUR_ACCURATE < 1.0f))
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if(HCRT_OUTPUT_COLOUR_SPACE == 2.0f)
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out_color= (out_color * k709_to_XYZ) * kXYZ_to_DCIP3;
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if(HCRT_HDR > 0.5f)
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out_color = InverseTonemap(out_color, HCRT_MAX_NITS, HCRT_PAPER_WHITE_NITS);
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if((HCRT_HDR >= 1.0f) && (HCRT_COLOUR_ACCURATE < 1.0f))
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out_color *= k2020Gamuts[uint(HCRT_EXPAND_GAMUT)] * (HCRT_PAPER_WHITE_NITS / kMaxNitsFor2084);
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#endif
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return out_color;
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////
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void main()
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{
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UNFLIPPED_VIEWPORT_COORD = vTexCoord;
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vec2 VIEWPORT_COORD = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
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HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
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if (HSM_SHOW_PASS_INDEX > 0.5)
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{
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FragColor = vec4(0);
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vec2 coord_for_raw_passes = HSM_SHOW_PASS_APPLY_SCREEN_COORD > 0.5 ? HSM_GetCRTShaderCurvedCoord(SCREEN_COORD) : vTexCoord;
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#ifndef IS_NO_REFLECT_PRESET
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// REFLECTION
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if (HSM_SHOW_PASS_INDEX == 1)
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FragColor = texture(ReflectionPass, vTexCoord);
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#endif
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// TUBE
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if (HSM_SHOW_PASS_INDEX == 2)
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FragColor = texture(PostCRTPass, vTexCoord);
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// CRT
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if (HSM_SHOW_PASS_INDEX == 3)
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FragColor = texture(CRTPass, vTexCoord);
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// INTERLACE & LINEARIZE
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if (HSM_SHOW_PASS_INDEX == 4)
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FragColor = texture(LinearizePass, (floor(coord_for_raw_passes * textureSize(LinearizePass, 0)) + 0.5) / textureSize(LinearizePass, 0));
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// COLOR CORRECT & UPSCALE
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if (HSM_SHOW_PASS_INDEX == 5)
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FragColor = texture(ColorCorrectPass, (floor(coord_for_raw_passes * textureSize(ColorCorrectPass, 0)) + 0.5) / textureSize(ColorCorrectPass, 0));
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// DEDITHER
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if (HSM_SHOW_PASS_INDEX == 6)
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FragColor = texture(DeditherPass, (floor(coord_for_raw_passes * textureSize(DeditherPass, 0)) + 0.5) / textureSize(DeditherPass, 0));
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// DREZ
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if (HSM_SHOW_PASS_INDEX == 7)
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FragColor = texture(DerezedPass, coord_for_raw_passes);
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// CORE
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if (HSM_SHOW_PASS_INDEX == 8)
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FragColor = texture(CorePass, coord_for_raw_passes);
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// LAYERS TOP
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if (HSM_SHOW_PASS_INDEX == 9)
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FragColor = texture(BR_LayersOverCRTPass, vTexCoord);
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// LAYERS BOTTOM
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if (HSM_SHOW_PASS_INDEX == 10)
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FragColor = texture(BR_LayersUnderCRTPass, vTexCoord);
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// Linearize passes which are not already in linear space
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if (HSM_SHOW_PASS_INDEX < 5 || HSM_SHOW_PASS_INDEX > 8)
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FragColor = HSM_Delinearize(FragColor, DEFAULT_SRGB_GAMMA);
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if (HSM_SHOW_PASS_ALPHA > 0.5)
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FragColor = vec4(FragColor.a);
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return;
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}
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// Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area
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HSM_GetBezelCoords(TUBE_DIFFUSE_COORD,
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TUBE_DIFFUSE_SCALE,
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TUBE_SCALE,
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TUBE_DIFFUSE_ASPECT,
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false,
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BEZEL_OUTSIDE_SCALE,
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BEZEL_OUTSIDE_COORD,
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BEZEL_OUTSIDE_CURVED_COORD,
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FRAME_OUTSIDE_CURVED_COORD);
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if (HHLP_IsOutsideCoordSpace(BEZEL_OUTSIDE_COORD))
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{
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vec4 feedback_color_test = texture(PassFeedback, vec2(0,0));
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if (HSM_CACHE_GRAPHICS_ON > 0.5 && feedback_color_test.a < 0 && !CACHE_INFO_CHANGED && HSM_RENDER_SIMPLE_MODE < 0.5)
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{
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FragColor = texture(PassFeedback, UNFLIPPED_VIEWPORT_COORD);
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return;
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}
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}
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vec4 under_layer = texture(BR_LayersUnderCRTPass, vTexCoord);
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under_layer.rgb = PrepGraphicsForHDR(under_layer.rgb);
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vec4 out_color = under_layer;
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vec4 crt_layer = texture(MiddlePass, vTexCoord);
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if (HSM_RENDER_SIMPLE_MODE > 0.5)
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crt_layer.rgb = vec3(0);
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float bezel_corner_radius = HSM_BZL_INNER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS;
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if(HSM_BZL_USE_INDEPENDENT_CURVATURE > 0)
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bezel_corner_radius = HSM_BZL_INNER_CORNER_RADIUS_SCALE * DEFAULT_SCREEN_CORNER_RADIUS;
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#ifndef IS_NO_REFLECT_PRESET
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vec2 tube_curved_coord = HSM_GetTubeCurvedCoord(TUBE_DIFFUSE_COORD, 1, TUBE_DIFFUSE_SCALE, TUBE_SCALE, TUBE_DIFFUSE_ASPECT, 1);
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TUBE_MASK = HSM_GetCornerMask(tube_curved_coord, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.99);
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// Apply Reflection Image Mask
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crt_layer *= TUBE_MASK + (1 - TUBE_MASK) * under_layer.a;
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#endif
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if (HSM_RENDER_SIMPLE_MODE < 0.5)
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out_color = HSM_PreMultAlphaBlend(out_color, crt_layer);
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vec4 over_layer = texture(BR_LayersOverCRTPass, vTexCoord);
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over_layer.rgb = PrepGraphicsForHDR(over_layer.rgb);
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out_color = HSM_PreMultAlphaBlend(out_color, over_layer);
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FragColor = out_color;
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if (HSM_RENDER_SIMPLE_MODE > 0.5)
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{
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vec2 tube_curved_coord = HSM_GetTubeCurvedCoord(TUBE_DIFFUSE_COORD, 1, TUBE_DIFFUSE_SCALE, TUBE_SCALE, TUBE_DIFFUSE_ASPECT, 1);
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TUBE_DIFFUSE_CURVED_COORD = HSM_GetCurvedCoord(TUBE_DIFFUSE_COORD, HSM_TUBE_BLACK_EDGE_CURVATURE_SCALE, TUBE_DIFFUSE_ASPECT);
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TUBE_DIFFUSE_MASK = HSM_GetCornerMask(((TUBE_DIFFUSE_CURVED_COORD - 0.5) * 1.001) + 0.5, TUBE_DIFFUSE_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_TUBE_BLACK_EDGE_CORNER_RADIUS_SCALE, HSM_TUBE_BLACK_EDGE_SHARPNESS);
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TUBE_MASK = HSM_GetCornerMask(tube_curved_coord, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.99);
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INSIDE_BEZEL_MASK = HSM_GetCornerMask(BEZEL_OUTSIDE_CURVED_COORD, TUBE_DIFFUSE_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_BZL_OUTER_CORNER_RADIUS_SCALE, 0.9);
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BEZEL_MASK = INSIDE_BEZEL_MASK * (1 - TUBE_MASK);
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OUTSIDE_BEZEL_MASK = 1 - INSIDE_BEZEL_MASK;
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OUTSIDE_FRAME_MASK = 1 - HSM_GetCornerMask(FRAME_OUTSIDE_CURVED_COORD, TUBE_DIFFUSE_ASPECT, HSM_FRM_OUTER_CORNER_RADIUS, 1);
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FRAME_MASK = OUTSIDE_BEZEL_MASK * (1 - OUTSIDE_FRAME_MASK);
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if ( HSM_RENDER_SIMPLE_MODE == RENDER_SIMPLE_MODE_BLACK_SCREEN )
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FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(0, 0, 0, 1) * (TUBE_MASK));
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if ( HSM_RENDER_SIMPLE_MODE == RENDER_SIMPLE_MODE_BLACK_SCREEN_AND_BG )
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FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(0, 0, 0, 1) * (TUBE_MASK + OUTSIDE_FRAME_MASK));
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if ( HSM_RENDER_SIMPLE_MODE == RENDER_SIMPLE_MODE_PINK_MASK )
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{
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if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_SCREEN )
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FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (TUBE_DIFFUSE_MASK));
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if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_TUBE )
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FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (TUBE_MASK));
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if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_BEZEL_AND_FRAME )
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FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (TUBE_MASK + OUTSIDE_FRAME_MASK));
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if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_BEZEL )
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FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (1 - BEZEL_MASK));
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if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_FRAME )
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FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (1 - FRAME_MASK));
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}
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if ( HSM_RENDER_SIMPLE_MODE == RENDER_SIMPLE_MODE_BLACK_WHITE_MASK )
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{
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if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_SCREEN )
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FragColor = vec4(1 - TUBE_DIFFUSE_MASK);
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if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_TUBE )
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FragColor = vec4(1 - TUBE_MASK);
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if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_BEZEL_AND_FRAME )
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FragColor = vec4(1 - TUBE_MASK) - OUTSIDE_FRAME_MASK;
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if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_BEZEL )
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FragColor = vec4(BEZEL_MASK);
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if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_FRAME )
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FragColor = vec4(FRAME_MASK);
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}
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}
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// If we have calculated an image then set -1 as a flag to show that we have
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if (UNFLIPPED_VIEWPORT_COORD.x < (2 / global.OutputSize.x) && UNFLIPPED_VIEWPORT_COORD.y < (2 / global.OutputSize.y))
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FragColor.a = -1;
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#ifndef IS_HDR_PRESET
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FragColor = HSM_Delinearize(FragColor, DEFAULT_SRGB_GAMMA);
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#endif
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#ifdef IS_HDR_PRESET
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vec3 output_colour = vec3(0);
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LinearToOutputColor(FragColor.rgb, output_colour);
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FragColor = vec4(output_colour, 1.0f);
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#endif
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} |