mirror of
https://github.com/italicsjenga/slang-shaders.git
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173 lines
7.5 KiB
SourcePawn
173 lines
7.5 KiB
SourcePawn
/*
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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) 2019-2021 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 <https://www.gnu.org/licenses/>.
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*/
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vec2 HSM_GetOuterBezelScale(vec2 screen_scale, float screen_aspect)
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{
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vec2 bezel_outer_scale_offset = vec2(HSM_BZL_WIDTH / screen_aspect + 1, HSM_BZL_HEIGHT + 1);
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return bezel_outer_scale_offset;
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}
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vec2 GetDefaultScreenScale()
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{
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float output_aspect = global.FinalViewportSize.x / global.FinalViewportSize.y;
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vec2 out_placement_scale = DEFAULT_UNCORRECTED_SCREEN_SCALE;
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out_placement_scale.x /= output_aspect;
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return out_placement_scale;
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}
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vec2 GetDefaultBezelScale()
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{
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float output_aspect = global.FinalViewportSize.x / global.FinalViewportSize.y;
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vec2 out_placement_scale = DEFAULT_UNCORRECTED_BEZEL_SCALE;
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out_placement_scale.x /= output_aspect;
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return out_placement_scale;
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}
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float HSM_GetBezelCoords(vec2 screen_coord,
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vec2 screen_scale,
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vec2 tube_scale,
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float screen_aspect,
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bool curve_coords_on,
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inout vec2 bezel_outside_scale,
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inout vec2 bezel_outside_coord,
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inout vec2 bezel_outside_curved_coord,
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inout vec2 frame_outside_coord)
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{
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float output_aspect = global.OutputSize.x / global.OutputSize.y;
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vec2 bezel_outer_pos_offset = vec2(0, HSM_BZL_OUTER_POSITION_Y);
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vec2 bezel_outer_scale_offset = HSM_GetOuterBezelScale(screen_scale, screen_aspect);
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bezel_outside_coord = screen_coord + bezel_outer_pos_offset;
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bezel_outside_curved_coord = bezel_outside_coord;
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// Only run curved coordinates if requested or we are using tilt
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if (curve_coords_on)
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if ((HSM_CURVATURE_MODE > 0) && ((HSM_CURVATURE_3D_TILT_ANGLE_X != 0) || (HSM_CURVATURE_3D_TILT_ANGLE_Y != 0)))
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bezel_outside_curved_coord = HSM_GetCurvedCoord(bezel_outside_curved_coord, 0, bezel_outer_scale_offset.x * output_aspect / bezel_outer_scale_offset.y);
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vec2 black_edge_scale_offset = tube_scale / screen_scale;
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bezel_outside_scale.xy = screen_scale * black_edge_scale_offset * bezel_outer_scale_offset;
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// bezel_outside_transform.zw = -vec2(HSM_SCREEN_POSITION_X, HSM_SCREEN_POSITION_Y) + bezel_outer_pos_offset * screen_scale;
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bezel_outside_coord = HSM_GetInverseScaledCoord(bezel_outside_curved_coord, black_edge_scale_offset * bezel_outer_scale_offset) + vec2(0, HSM_BZL_OUTER_POSITION_Y);
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bezel_outside_curved_coord = HSM_GetInverseScaledCoord(bezel_outside_curved_coord, black_edge_scale_offset * bezel_outer_scale_offset) + vec2(0, HSM_BZL_OUTER_POSITION_Y);
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frame_outside_coord = (bezel_outside_curved_coord +
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vec2(0, HSM_FRM_OUTER_POS_Y) - 0.5) /
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vec2((HSM_FRM_THICKNESS * HSM_FRM_THICKNESS_SCALE_X) /
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(screen_scale.x / screen_scale.y * output_aspect) + 1,
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HSM_FRM_THICKNESS + 1) + 0.5;
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if (HSM_BZL_OUTER_CURVATURE_SCALE > 0)
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{
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if (curve_coords_on)
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bezel_outside_curved_coord = HSM_GetTubeCurvedCoord(bezel_outside_curved_coord, HSM_BZL_OUTER_CURVATURE_SCALE, screen_scale, tube_scale, bezel_outer_scale_offset.x * global.OutputSize.x / global.OutputSize.y / bezel_outer_scale_offset.y, 0);
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if (curve_coords_on)
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if ( HSM_FRM_OUTER_CURVATURE_SCALE > 0)
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frame_outside_coord = HSM_GetTubeCurvedCoord(frame_outside_coord, HSM_BZL_OUTER_CURVATURE_SCALE * HSM_FRM_OUTER_CURVATURE_SCALE, screen_scale, tube_scale, bezel_outer_scale_offset.x * global.OutputSize.x / global.OutputSize.y / bezel_outer_scale_offset.y, 0);
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}
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DEFAULT_SCREEN_SCALE = GetDefaultScreenScale();
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DEFAULT_BEZEL_SCALE = GetDefaultBezelScale();
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return 0;
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}
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// Change Transforms for Scale
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// Applies the position before scaling from the center
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// Should allow having an image where the center of the tube in the graphic is off center
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// the position offset moves it so the screen is centered, then the graphic is scaled from the center
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vec2 HSM_AddPosScaleToCoord(vec2 in_base_coord, vec2 in_base_scale, vec2 in_pos, vec2 in_scale)
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{
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// out_coord += in_base_scale * in_transform.zw;
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vec2 positioned_coord = in_base_coord + in_pos;
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vec2 out_coord = HSM_GetInverseScaledCoord(positioned_coord, in_scale);
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return out_coord;
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}
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float MAX_LAYER_ORDER = 12;
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bool HSM_GetUseTubeStaticReflection()
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{
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return HSM_TUBE_STATIC_REFLECTION_IMAGE_ON > 0.5 && HSM_GetUseOnCurrentScreenIndex(HSM_TUBE_STATIC_REFLECTION_IMAGE_DUALSCREEN_VIS_MODE);
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}
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bool HSM_GetUseTubeDiffuseImage()
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{
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return HSM_TUBE_DIFFUSE_MODE == 1 && HSM_GetUseOnCurrentScreenIndex(HSM_TUBE_DIFFUSE_IMAGE_DUALSCREEN_VIS_MODE);
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}
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bool HSM_GetUseTubeColoredGelImage()
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{
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return HSM_TUBE_COLORED_GEL_IMAGE_ON > 0.5 && HSM_GetUseOnCurrentScreenIndex(HSM_TUBE_COLORED_GEL_IMAGE_DUALSCREEN_VIS_MODE);
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}
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vec4 HSM_GetTubeHighlight(vec2 tube_curved_coord, bool apply_to_mirror, in sampler2D TubeStaticReflectionImage, vec4 ambient_lighting_image)
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{
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tube_curved_coord = HSM_GetViewportCoordWithFlip(tube_curved_coord);
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vec4 out_color = vec4(0);
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vec2 mirrored_tube_coord = tube_curved_coord;
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if (apply_to_mirror)
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mirrored_tube_coord = HSM_GetMirrorWrappedCoord(tube_curved_coord);
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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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vec2 tube_highlight_coord = (mirrored_tube_coord - 0.5) / HSM_TUBE_STATIC_REFLECTION_IMAGE_SCALE + 0.5;
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tube_highlight_coord.x = (tube_highlight_coord.x - 0.5) * HSM_FLIP_VIEWPORT_HORIZONTAL + 0.5;
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tube_highlight_coord.y = (tube_highlight_coord.y - 0.5) * HSM_FLIP_VIEWPORT_VERTICAL + 0.5;
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/*
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// Dithering for the glass reflection if needed to reduce banding
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float blur_max_size = 1;
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float blur_amount = 0.2;
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vec4 tube_highlight_image = HSM_GetStoichaicBlurredSample(TubeStaticReflectionImage, tube_highlight_coord, HSM_TUBE_STATIC_REFLECTION_IMAGE_DITHERING_SAMPLES, blur_max_size, blur_amount);
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*/
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// Mask the very outer edge of the tube for a very small shadowing effect
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float tube_highlight_mask = HSM_GetCornerMask((tube_curved_coord - 0.5) + 0.5 , SCREEN_ASPECT, HSM_BZL_INNER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS, 0.9);
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vec4 tube_highlight_image = HSM_GetMipmappedTexSample(TubeStaticReflectionImage, tube_highlight_coord, TUBE_SCALE, 0);
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tube_highlight_image = HSM_Linearize(tube_highlight_image, DEFAULT_SRGB_GAMMA) * tube_highlight_mask;
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if (HSM_TUBE_STATIC_REFLECTION_IMAGE_AMBIENT_LIGHTING > 0)
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{
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ambient_lighting_image.rgb = (1 - HSM_TUBE_STATIC_REFLECTION_IMAGE_AMBIENT_LIGHTING) * vec3(1) + HSM_TUBE_STATIC_REFLECTION_IMAGE_AMBIENT_LIGHTING * ambient_lighting_image.rgb;
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tube_highlight_image.rgb *= ambient_lighting_image.rgb;
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}
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out_color = HSM_TUBE_STATIC_REFLECTION_IMAGE_OPACITY * tube_highlight_image * tube_highlight_image.a;
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out_color.rgb *= HSM_GLOBAL_GRAPHICS_BRIGHTNESS;
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return out_color;
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}
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