mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
7cdc185f8c
Changes: * Guest Advanced updated to crt-guest-advanced-2023-02-25-release1 * Improvements to the new Magic Glow feature * Turn Magic Glow on and Increase the Glow amount to see the effect * New Slot Mask Mitigation option to reduce moire * Added/Restored Guest's Raster Bloom as well as Overscan control * Updated Comments in presets to use # instead of // as per @hunterk's request * Added rotation option for Rotate CRT Tube: * -1 = 90 Degrees Clockwise (or 270 Counter Clockwise) * 0 = No Rotation * 1 = 90 Degrees Counter Clockwise * Added groundwork for the wildcard replacement feature so presets will auto rotate and not flip in the future * Added DREZ presets which keep the horizontal resolution * Helpful for applying to modern games, these two are good to try * `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp` * `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-480p.slangp` * Also looks good on MVC2, try `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp` * Updated preset capability and performance table * Added contrast for signal noise * Added some more Sinden presets for SCREEN-ONLY and POTATO * Added Screen Region to Resolution Debug text * Good for getting the screen region pixel coordinates if you need them * Adjusted Ambient Lighting Scaling when using the Inherit Zoom scale mode * Now when you zoom out it is much less likely to generate a black frame covering the outer parts of the background image * The minimum size of the lighting texture will be close to the height of the current viewport * This reduces the likelihood that we will see the cutoff * ScaleFx: Exposed more of the settings so they can be tweaked * Default Settings changed: * ScaleFx Threshold: now 0.43 (was 0.5) * ScaleFx Filter Corners: now 0 (was 1) * These settings result in a slighly clearer picture and less rounding of square corners * SMOOTH-ADV ntsc presets: ntsc_scale adjusted so it visually matches the regular ADV ntsc presets
344 lines
15 KiB
C++
344 lines
15 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 <https://www.gnu.org/licenses/>.
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*/
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// Import so all the mega bezel parameters are the first in the parameter list
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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 = 0) out vec2 vTexCoord;
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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 * 1.00001;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D NegativeCropAddedPass;
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#ifndef IS_POTATO_PRESET
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layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
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layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
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layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
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layout(set = 0, binding = 7) uniform sampler2D IntroImage;
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#endif
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layout(set = 0, binding = 8) uniform sampler2D InfoCachePass;
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layout(set = 0, binding = 10) uniform sampler2D TextPass;
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#define eps 1e-3
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#ifndef IS_POTATO_PRESET
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vec4 AntiFlicker(vec2 in_coord, vec4 current)
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{
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// sample the textures
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vec4 prev1 = texture(OriginalHistory1, in_coord);
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vec4 prev2 = texture(OriginalHistory2, in_coord);
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vec4 prev3 = texture(OriginalHistory3, in_coord);
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// get luma for comparison
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float cur_lum = dot(current.rgb, vec3(0.2125, 0.7154, 0.0721));
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float prev1_lum = dot(prev1.rgb, vec3(0.2125, 0.7154, 0.0721));
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float prev2_lum = dot(prev2.rgb, vec3(0.2125, 0.7154, 0.0721));
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float prev3_lum = dot(prev3.rgb, vec3(0.2125, 0.7154, 0.0721));
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// Test whether the luma difference between the pixel in the current frame and that of
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// the previous frame exceeds the threshold while the difference between the current frame
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// and 2 frames previous is below the threshold.
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// Repeat the process for the previous frame's pixel to reduce false-positives
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bool flicker = (abs(cur_lum - prev1_lum) > HSM_ANTI_FLICKER_THRESHOLD && abs(cur_lum - prev2_lum) < HSM_ANTI_FLICKER_THRESHOLD) &&
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(abs(prev1_lum - prev2_lum) > HSM_ANTI_FLICKER_THRESHOLD && abs(prev1_lum - prev3_lum) < HSM_ANTI_FLICKER_THRESHOLD);
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// Average the current frame with the previous frame in linear color space to avoid over-darkening
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vec4 blended = (pow(current, vec4(2.2)) + pow(prev1, vec4(2.2))) / 2.0;
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// delinearize the averaged result
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blended = pow(blended, vec4(1.0 / 2.2));
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return (!flicker) ? current : blended;
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}
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// -----------------------------------------------------------------------------
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// TV Startup Static Animation
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// -----------------------------------------------------------------------------
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vec4 GetColorWithIntro(vec4 in_color, vec2 in_coord, in sampler2D in_logo_image_sampler2d)
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{
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vec4 out_color = in_color;
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// If we are out of the region of time the intro plays just give back the same color
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if (CURRENT_FRAME_FROM_CACHE_INFO > (HSM_INTRO_SOLID_COLOR_HOLD +
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HSM_INTRO_SOLID_COLOR_FADE_OUT +
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HSM_INTRO_LOGO_WAIT +
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HSM_INTRO_LOGO_FADE_IN +
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HSM_INTRO_LOGO_HOLD +
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HSM_INTRO_LOGO_FADE_OUT +
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HSM_INTRO_NOISE_HOLD +
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HSM_INTRO_NOISE_FADE_OUT +
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HSM_INTRO_SOLID_BLACK_HOLD +
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HSM_INTRO_SOLID_BLACK_FADE_OUT) / HSM_INTRO_SPEED)
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return out_color;
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in_coord.y = HSM_FLIP_VIEWPORT_VERTICAL * HSM_FLIP_CORE_VERTICAL * in_coord.y;
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in_coord.x = HSM_FLIP_VIEWPORT_HORIZONTAL * HSM_FLIP_CORE_HORIZONTAL * in_coord.x;
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if (abs(HSM_ROTATE_CORE_IMAGE) == 1)
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{
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in_coord.xy = in_coord.yx;
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if (HSM_ROTATE_CORE_IMAGE == 1)
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in_coord.y = (in_coord.y - 0.5) * -1 + 0.5;
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else if (HSM_ROTATE_CORE_IMAGE == -1)
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in_coord.x = (in_coord.x - 0.5) * -1 + 0.5;
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}
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float frame_count = HSM_INTRO_WHEN_TO_SHOW == 2 ? CURRENT_FRAME_FROM_CACHE_INFO : global.FrameCount;
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float mask_wait = 20 / HSM_INTRO_SPEED;
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float mask_fade_horizontal = 40 / HSM_INTRO_SPEED;
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float mask_fade_vertical = 60 / HSM_INTRO_SPEED;
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float mask_vert_wait = mask_fade_horizontal * 0.4;
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vec4 solid_color = vec4(HSM_HSVtoRGB(vec3(HSM_INTRO_SOLID_COLOR_HUE, HSM_INTRO_SOLID_COLOR_SAT, HSM_INTRO_SOLID_COLOR_VALUE)), 1);
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// vec4 solid_color = HSM_Linearize(vec4(HSM_HSVtoRGB(vec3(HSM_BZL_COLOR_HUE, HSM_BZL_COLOR_SATURATION, HSM_BZL_COLOR_VALUE)), 1), DEFAULT_SRGB_GAMMA).rgb;
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float solid_color_hold = HSM_INTRO_SOLID_COLOR_HOLD / HSM_INTRO_SPEED;
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float solid_color_fade_out = HSM_INTRO_SOLID_COLOR_FADE_OUT / HSM_INTRO_SPEED;
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float intro_logo_wait = HSM_INTRO_LOGO_WAIT / HSM_INTRO_SPEED;
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float intro_logo_fade_in = HSM_INTRO_LOGO_FADE_IN / HSM_INTRO_SPEED;
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float intro_logo_hold = HSM_INTRO_LOGO_HOLD / HSM_INTRO_SPEED;
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float intro_logo_fade_out = HSM_INTRO_LOGO_FADE_OUT / HSM_INTRO_SPEED;
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float noise_hold = HSM_INTRO_NOISE_HOLD / HSM_INTRO_SPEED;
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float noise_fade_out = HSM_INTRO_NOISE_FADE_OUT / HSM_INTRO_SPEED;
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// Black Hold starts from end of Static Hold
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float black_hold = HSM_INTRO_SOLID_BLACK_HOLD / HSM_INTRO_SPEED;
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float black_fade_out = HSM_INTRO_SOLID_BLACK_FADE_OUT / HSM_INTRO_SPEED;
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float power_on_seq_length = mask_wait + mask_vert_wait + mask_fade_vertical;
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float fade_out_seq_length = max(noise_fade_out, black_hold + black_fade_out);
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float logo_seq_length = intro_logo_wait + intro_logo_fade_in + intro_logo_hold + intro_logo_fade_out;
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float full_seq_length = max(power_on_seq_length + noise_hold + fade_out_seq_length, logo_seq_length);
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// Loop the animation so we can see the results
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if (HSM_INTRO_WHEN_TO_SHOW == 3)
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frame_count = mod(frame_count, full_seq_length + 15);
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if (frame_count <= full_seq_length)
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{
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vec2 noise_res = global.SourceSize.xy;
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noise_res = min(noise_res, vec2(640, 480));
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if (abs(HSM_ROTATE_CORE_IMAGE) > 0.5)
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noise_res.xy = noise_res.yx;
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vec2 quantized_coord = vec2(floor((in_coord.x + 0.01) * noise_res.x) / noise_res.x, floor((in_coord.y + 0.01) * noise_res.y) / noise_res.y);
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float width = (frame_count - mask_wait) / (mask_fade_horizontal/2);
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float height = (clamp((frame_count - mask_wait - mask_vert_wait) / mask_fade_vertical, 0, 1) + 0.005) * 2;
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float mask = abs(in_coord.x - 0.5) > width * 0.5 ? 0 : 1;
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mask *= HHLP_EasePowerOut(abs(in_coord.y - 0.5), 1.5) > height ? 0 : 1;
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float area = width * height;
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float black_opacity = HHLP_EasePowerIn(clamp(1 - (frame_count - (power_on_seq_length + noise_hold + black_hold)) / black_fade_out, 0, 1), 1.5);
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out_color = mix(out_color, vec4(0, 0, 0, 1), black_opacity);
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float solid_color_opacity = HHLP_EasePowerIn(clamp(1 - (frame_count - (mask_wait + mask_fade_horizontal/2.5 + solid_color_hold)) / solid_color_fade_out * 2, 0, 1), 1.5);
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// out_color = mix(out_color, vec4(0, 0, 0, 1), solid_color_opacity);
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float noise_opacity = 1 - clamp((frame_count - (power_on_seq_length + noise_hold)) / noise_fade_out, 0, 1);
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noise_opacity = HHLP_EasePowerInOut(noise_opacity, 4);
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// Calculate Static Noise
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float e = 2.7182818284590452353602874713527;
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float G = e + (mod(frame_count, 30)/30 + 1000);
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vec2 r = (G * sin(G * quantized_coord.xy));
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vec4 noise_color = vec4(fract(r.x * r.y * (1.0 + quantized_coord.x)));
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noise_color.a = 1;
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noise_color.rgb *= 0.60;
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out_color = HSM_BlendModeLayerMix(out_color, noise_color, HSM_INTRO_NOISE_BLEND_MODE, noise_opacity);
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vec2 intro_image_res = textureSize(in_logo_image_sampler2d, 0);
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float intro_image_aspect = intro_image_res.x/intro_image_res.y;
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float intro_logo_height = HSM_INTRO_LOGO_HEIGHT;
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if (intro_logo_height == 0)
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intro_logo_height = abs(HSM_ROTATE_CORE_IMAGE) > 0.5 ? intro_image_res.y / global.OriginalSize.y
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: intro_image_res.y / global.OriginalSize.x;
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vec2 intro_image_scale = vec2(intro_logo_height * intro_image_aspect / SCREEN_ASPECT, intro_logo_height) * min(SCREEN_ASPECT, 1);
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intro_image_scale = floor(intro_image_scale * global.SourceSize.xy) / global.SourceSize.xy;
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if (HSM_DUALSCREEN_MODE > 0.5)
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{
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if (HSM_GetCoreImageSplitDirection() == 1)
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{
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in_coord.y = in_coord.y * 2 - MAX_NEGATIVE_CROP;
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}
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if (HSM_GetCoreImageSplitDirection() == 2)
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{
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in_coord.x = in_coord.x * 2 - MAX_NEGATIVE_CROP;
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}
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}
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in_coord.x -= HSM_INTRO_LOGO_POS_X;
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in_coord.y += HSM_INTRO_LOGO_POS_Y;
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// Center
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vec2 coord_in_intro_image = (in_coord - 0.5) / intro_image_scale + 0.5;
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// Top Left
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if (HSM_INTRO_LOGO_PLACEMENT == 1)
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coord_in_intro_image = in_coord / intro_image_scale;
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// Top Right
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if (HSM_INTRO_LOGO_PLACEMENT == 2)
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coord_in_intro_image = (in_coord - vec2(1 - intro_image_scale.x, 0)) / intro_image_scale;
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// Bottom Left
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if (HSM_INTRO_LOGO_PLACEMENT == 3)
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coord_in_intro_image = (in_coord - vec2(0, 1 - intro_image_scale.y)) / intro_image_scale;
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// Bottom Right
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if (HSM_INTRO_LOGO_PLACEMENT == 4)
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coord_in_intro_image = (in_coord - (1 - intro_image_scale)) / intro_image_scale;
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// Quilez gives a better rescaling weighted more to the center of the pixel like bicubic
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vec4 intro_image = HSM_TextureQuilez(IntroImage, intro_image_res, coord_in_intro_image);
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float logo_opacity = 1 - HHLP_EasePowerOut(clamp(1 - (frame_count - mask_wait - mask_fade_horizontal/4) / intro_logo_fade_in, 0, 1), 1.5);
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logo_opacity *= clamp(clamp((frame_count - intro_logo_wait) / intro_logo_fade_in, 0, 1) -
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clamp((frame_count - (intro_logo_wait + intro_logo_fade_in + intro_logo_hold)) / intro_logo_fade_out, 0, 1),
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0, 1);
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// Logo UNDER solid color
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if (HSM_INTRO_LOGO_OVER_SOLID_COLOR == 0)
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out_color = HSM_BlendModeLayerMix(out_color, intro_image, HSM_INTRO_LOGO_BLEND_MODE, logo_opacity);
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out_color = HSM_BlendModeLayerMix(out_color, solid_color, HSM_INTRO_SOLID_COLOR_BLEND_MODE, solid_color_opacity);
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// Logo OVER solid color
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if (HSM_INTRO_LOGO_OVER_SOLID_COLOR == 1)
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out_color = HSM_BlendModeLayerMix(out_color, intro_image, HSM_INTRO_LOGO_BLEND_MODE, logo_opacity);
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out_color *= mask;
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HSM_Delinearize(out_color, DEFAULT_SRGB_GAMMA);
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}
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return out_color;
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}
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#endif
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// vec4 GetCropOverlay(vec2 viewport_coord)
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// {
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// vec4 out_color = vec4(0);
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// vec4 screen_color = vec4(1, 0, 0, 1);
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// for (int i=1; i < 3; i++)
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// {
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// vec2 cropped_rotated_size = vec2(0);
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// vec2 cropped_rotated_size_with_res_mult = vec2(0);
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// vec2 cropped_sample_area_start_pixel_coord = vec2(0);
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// HSM_GetCroppedRotatedSizeAndPixelSampleAreaStart(i, NegativeCropAddedPass, cropped_rotated_size, cropped_rotated_size_with_res_mult, cropped_sample_area_start_pixel_coord);
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// vec2 crop_scale = cropped_rotated_size / ROTATED_CORE_PREPPED_SIZE;
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// vec2 mask_coord = viewport_coord - cropped_sample_area_start_pixel_coord / ROTATED_CORE_PREPPED_SIZE;
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// mask_coord = mask_coord / crop_scale;
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// if (i == 2)
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// screen_color = vec4(0, 1, 0, 1);
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// out_color += screen_color * HSM_GetCornerMask(mask_coord, cropped_rotated_size.x/cropped_rotated_size.y, 0, 0.90);
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// }
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// return clamp(out_color, 0, 1);
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// }
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void main()
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{
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HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
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// Flip the coordinate vertically if desired
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vec2 viewport_coord_adjusted = vTexCoord;
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viewport_coord_adjusted.x = HSM_FLIP_VIEWPORT_HORIZONTAL * HSM_FLIP_CORE_HORIZONTAL * (viewport_coord_adjusted.x - 0.5) + 0.5;
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viewport_coord_adjusted.y = HSM_FLIP_VIEWPORT_VERTICAL * HSM_FLIP_CORE_VERTICAL * (viewport_coord_adjusted.y - 0.5) + 0.5;
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FragColor = texture(NegativeCropAddedPass, viewport_coord_adjusted);
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#ifndef IS_POTATO_PRESET
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if (HSM_ANTI_FLICKER_ON == 1)
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FragColor = AntiFlicker(viewport_coord_adjusted, FragColor);
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if (HSM_INTRO_WHEN_TO_SHOW > 0)
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FragColor = GetColorWithIntro(FragColor, viewport_coord_adjusted, IntroImage);
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#endif
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bool cache_info_changed = CACHE_INFO_CHANGED;
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bool show_update_indicator = cache_info_changed && ( HSM_CACHE_UPDATE_INDICATOR_MODE == 1 || HSM_CACHE_GRAPHICS_ON < 0.5 && HSM_CACHE_UPDATE_INDICATOR_MODE == 2);
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if (show_update_indicator)
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{
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float final_aspect = SCREEN_ASPECT;
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// vec2 corner_offset = vec2(MAX_NEGATIVE_CROP * 2 * 0.8, MAX_NEGATIVE_CROP * 2 * 0.8);
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vec2 corner_offset = vec2(0.1, 0.1);
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vec2 center_coord = vec2(1 - corner_offset.x * final_aspect, 1 - corner_offset.y);
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vec2 test_coord = vec2(1 - (1 - viewport_coord_adjusted.x) * final_aspect, viewport_coord_adjusted.y);
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float distance = length(test_coord - center_coord);
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if (distance < 0.04)
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{
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float modulation = clamp(0.4 + abs(mod(global.FrameCount, 90) / 90 - 0.5) * 1.2, 0, 1);
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modulation = HHLP_EasePowerInOut(modulation, 2);
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FragColor *= 1 - modulation;
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FragColor += modulation * vec4(1, 0, 0, 1);
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}
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}
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// vec4 overlay_color = GetCropOverlay(vTexCoord);
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// FragColor *= 1 - 0.7 * overlay_color.a;
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// FragColor += 1 * 0.7 * overlay_color;
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//////// Draw text to show resolutions //////////
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if (HSM_RESOLUTION_DEBUG_ON == 1)
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{
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vec2 ps = global.OutputSize.zw;
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vec4 text_rgba = vec4(0);
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text_rgba = texture(TextPass, vTexCoord);
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text_rgba.rgb *= vec3(1, 1, 0);
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text_rgba.a += texture(TextPass, vTexCoord + ps * vec2(1, 0)).a;
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text_rgba.a += texture(TextPass, vTexCoord + ps * vec2(0, 1)).a;
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text_rgba.a += texture(TextPass, vTexCoord + ps * vec2(1, 1)).a;
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text_rgba.a += texture(TextPass, vTexCoord + ps * vec2(-1, 1)).a;
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text_rgba.a += texture(TextPass, vTexCoord + ps * vec2(-1, 0)).a;
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text_rgba.a += texture(TextPass, vTexCoord + ps * vec2(0, -1)).a;
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text_rgba.a += texture(TextPass, vTexCoord + ps * vec2(-1, -1)).a;
|
|
text_rgba.a += texture(TextPass, vTexCoord + ps * vec2(1, -1)).a;
|
|
text_rgba = clamp(text_rgba, 0, 1);
|
|
FragColor = HSM_PreMultAlphaBlend(FragColor, text_rgba);
|
|
}
|
|
} |