mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 00:21:31 +11:00
1193 lines
50 KiB
PHP
1193 lines
50 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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/////////////// IMPORTS ///////////////
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#include "common/common-functions-bezel.inc"
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// Removed because BackgroundImageSize returns vec4(0,0,0,0), this happens with all user defined textures
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// layout(push_constant) uniform Push
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// {
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// vec4 BackgroundImageSize;
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// } params;
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/////////////// DEFINES ///////////////
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#define MASK_MODE_ALL 0
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#define MASK_MODE_SCREEN 1
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#define MASK_MODE_TUBE 2
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#define MASK_MODE_INSIDE_BEZEL 3
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#define MASK_MODE_BEZEL 4
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#define MASK_MODE_OUTSIDE_TUBE 5
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#define MASK_MODE_FRAME 6
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#define MASK_MODE_OUTSIDE_BEZEL 7
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#define MASK_MODE_OUTSIDE_FRAME 8
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#define CUTOUT_MODE_OFF 0
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#define CUTOUT_MODE_INSIDE 1
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#define CUTOUT_MODE_OUTSIDE 2
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float FILL_MODE_KEEP_TEXTURE_ASPECT = 0;
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float FILL_MODE_SPLIT = 1;
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float FILL_MODE_STRETCH = 2;
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float USE_INHERITED_COORD_OFF = 0;
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float USE_INHERITED_COORD_ON = 1;
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vec2 VIEWPORT_COORD = vec2(0.5);
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/////////////// Helper Functions ///////////////
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// Return the mask for the specific mode
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float GetMask(float mask_mode)
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{
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float mask = (mask_mode == MASK_MODE_ALL) ? 1 :
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(mask_mode == MASK_MODE_SCREEN) ? TUBE_DIFFUSE_MASK :
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(mask_mode == MASK_MODE_TUBE) ? TUBE_MASK :
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(mask_mode == MASK_MODE_INSIDE_BEZEL) ? INSIDE_BEZEL_MASK :
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(mask_mode == MASK_MODE_BEZEL) ? BEZEL_MASK :
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(mask_mode == MASK_MODE_OUTSIDE_TUBE) ? OUTSIDE_TUBE_MASK_FOR_IMAGE :
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(mask_mode == MASK_MODE_FRAME) ? FRAME_MASK :
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(mask_mode == MASK_MODE_OUTSIDE_BEZEL) ? OUTSIDE_BEZEL_MASK :
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(mask_mode == MASK_MODE_OUTSIDE_FRAME) ? OUTSIDE_FRAME_MASK : 0.5;
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return mask;
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}
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// Assumes Opacity is already encoded in alpha
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vec4 BlendModeMaskLayerMix(vec4 color_under, vec4 color_over, float blend_mode, float mask_mode, float cutout_mode, float dualscreen_mode, float layer_opacity)
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{
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if ( blend_mode == 0 || (dualscreen_mode != SHOW_ON_DUALSCREEN_MODE_BOTH && dualscreen_mode != SCREEN_INDEX) )
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return color_under;
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float cutout_mask = 1;
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if (cutout_mode == CUTOUT_MODE_INSIDE)
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cutout_mask = CUTOUT_MASK;
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if (cutout_mode == CUTOUT_MODE_OUTSIDE)
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cutout_mask = 1 - CUTOUT_MASK;
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if (blend_mode == BLEND_MODE_OFF)
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return color_under;
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color_over.a *= layer_opacity * GetMask(mask_mode) * cutout_mask;
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vec4 out_color = vec4(0);
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if (blend_mode == BLEND_MODE_NORMAL)
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{
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color_over.rgb *= color_over.a;
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out_color = HSM_PreMultAlphaBlend(color_under, color_over);
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}
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else
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{
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vec4 blend_color = color_under;
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if (blend_mode == BLEND_MODE_ADD) blend_color.rgb = color_under.rgb + color_over.rgb ;
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if (blend_mode == BLEND_MODE_MULTIPLY) blend_color.rgb = color_under.rgb * color_over.rgb ;
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out_color = vec4(clamp(mix(color_under.rgb, blend_color.rgb, color_over.a), 0, 1), color_under.a);
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}
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return out_color;
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}
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// Takes a viewport coordinate and gives a new coordinate scaled by the specific scale mode
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// Takes into account the default sizes of each scale mode
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vec2 HSM_GetScaledCoord(vec2 in_viewport_coord,
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vec2 in_viewport_coord_unscaled,
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float texture_aspect_mode,
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float explicit_texture_aspect,
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vec2 offset_pos,
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vec2 offset_scale,
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float layer_to_follow,
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float follow_mode,
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float scale_full_with_zoom,
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float image_fill_mode,
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float split_preserve_center,
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float split_repeat_width,
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bool apply_default_scale_offset,
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inout vec2 out_placement_coord,
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inout vec2 out_placement_scale)
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{
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explicit_texture_aspect = HSM_GetAspectRatioFromMode(texture_aspect_mode, explicit_texture_aspect);
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vec2 inherited_coord = in_viewport_coord / 0.5;
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vec2 inherited_placement_coord = in_viewport_coord / 0.5;
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vec2 inherited_final_coord = in_viewport_coord / 0.5;
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vec2 inherited_scale = vec2(0.5);
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vec2 default_offset_scale = vec2(0.5);
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if (layer_to_follow == FOLLOW_LAYER_VIEWPORT)
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{
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if (scale_full_with_zoom > 0.5)
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{
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inherited_coord = in_viewport_coord;
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inherited_placement_coord = in_viewport_coord;
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}
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else
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{
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inherited_coord = in_viewport_coord_unscaled;
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inherited_placement_coord = in_viewport_coord_unscaled;
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}
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inherited_final_coord = inherited_coord;
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inherited_scale = vec2(1, 1);
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default_offset_scale = vec2(1);
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}
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else if (layer_to_follow == FOLLOW_LAYER_TUBE_DIFFUSE)
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{
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inherited_coord = TUBE_DIFFUSE_COORD;
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inherited_placement_coord = TUBE_DIFFUSE_COORD;
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inherited_final_coord = TUBE_DIFFUSE_CURVED_COORD;
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inherited_scale = TUBE_DIFFUSE_SCALE;
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default_offset_scale = vec2(1) / DEFAULT_UNCORRECTED_SCREEN_SCALE.y;
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default_offset_scale.x *= explicit_texture_aspect / DEFAULT_SCREEN_ASPECT;
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}
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else if (layer_to_follow == FOLLOW_LAYER_BEZEL_OUTSIDE)
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{
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inherited_coord = BEZEL_OUTSIDE_COORD;
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inherited_placement_coord = BEZEL_OUTSIDE_COORD;
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inherited_scale = BEZEL_OUTSIDE_SCALE;
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inherited_final_coord = BEZEL_OUTSIDE_CURVED_COORD;
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default_offset_scale = vec2(1) / DEFAULT_UNCORRECTED_BEZEL_SCALE.y;
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default_offset_scale.x *= explicit_texture_aspect / DEFAULT_BEZEL_ASPECT;
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}
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else if (layer_to_follow == FOLLOW_LAYER_BG)
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{
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inherited_coord = BACKGROUND_COORD;
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inherited_placement_coord = BACKGROUND_COORD;
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inherited_final_coord = BACKGROUND_CURVED_COORD;
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inherited_scale = BACKGROUND_SCALE;
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default_offset_scale = vec2(1);
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}
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else if (layer_to_follow == FOLLOW_LAYER_DEVICE)
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{
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inherited_coord = DEVICE_COORD;
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inherited_placement_coord = DEVICE_COORD;
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inherited_final_coord = DEVICE_CURVED_COORD;
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inherited_scale = DEVICE_SCALE;
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default_offset_scale = vec2(1);
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}
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else if (layer_to_follow == FOLLOW_LAYER_DECAL)
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{
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inherited_coord = DECAL_COORD;
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inherited_placement_coord = DECAL_COORD;
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inherited_final_coord = DECAL_CURVED_COORD;
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inherited_scale = DECAL_SCALE;
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default_offset_scale = vec2(1);
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}
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//--------------------------------
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// RETURN if we want to use the exact same coordinate of the layer we follow
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//--------------------------------
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if (follow_mode == FOLLOW_MODE_EXACT)
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{
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out_placement_coord = HSM_AddPosScaleToCoord(inherited_placement_coord, offset_pos, offset_scale);
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out_placement_scale = inherited_scale * offset_scale;
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return HSM_AddPosScaleToCoord(inherited_final_coord, offset_pos, offset_scale);
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}
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if (apply_default_scale_offset)
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{
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offset_scale *= default_offset_scale;
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}
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float output_aspect = global.OutputSize.x / global.OutputSize.y;
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float inherited_aspect = (inherited_scale.x / inherited_scale.y) * (default_offset_scale.x / default_offset_scale.y) * output_aspect;
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// Find the aspect difference so the image can be shown without distortion
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// This is before the user edited scale offset
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float inherited_aspect_difference = explicit_texture_aspect / inherited_aspect;
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// Get the overall scale for the placement of the texture (No Split/Fill Yet)
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out_placement_scale = inherited_scale;
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if ( image_fill_mode == FILL_MODE_KEEP_TEXTURE_ASPECT )
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out_placement_scale.x *= inherited_aspect_difference;
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out_placement_scale = out_placement_scale * offset_scale;
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// inherited_coord = out_placement_coord;
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out_placement_coord = HSM_AddPosScaleToCoord(inherited_placement_coord, offset_pos, out_placement_scale / inherited_scale);
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vec2 out_coord = vec2(0.5);
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vec2 drawing_scale = out_placement_scale;
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float slide_x = 0;
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if ( image_fill_mode == FILL_MODE_SPLIT )
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{
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float abs_ctr_coord_x = abs(out_placement_coord.x - 0.5);
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// Correct the aspect so it matches the texture and is never stretched
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float placement_aspect = out_placement_scale.x / out_placement_scale.y * output_aspect;
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float placement_aspect_difference = explicit_texture_aspect / placement_aspect;
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drawing_scale.x *= placement_aspect_difference;
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float center_width = split_preserve_center * placement_aspect_difference;
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if ( abs_ctr_coord_x > center_width)
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{
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slide_x = ((placement_aspect - explicit_texture_aspect) / placement_aspect) / 2.0;
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}
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float repeat_width = split_repeat_width * placement_aspect_difference;
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if (abs_ctr_coord_x > center_width &&
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abs_ctr_coord_x < center_width + slide_x &&
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repeat_width > 0)
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{
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if (clamp(split_repeat_width - 0.001, 0, 1) == 0)
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slide_x = (abs_ctr_coord_x - center_width);
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else
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slide_x = (abs_ctr_coord_x - 0.001 - center_width) - mod(clamp(abs_ctr_coord_x - 0.01 - center_width, 0, 1), repeat_width);
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}
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if ( out_placement_coord.x < 0.5 )
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slide_x *= -1;
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inherited_coord.x -= slide_x;
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}
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// The inherited_coord is already the coord from the inherited space
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// We only need to apply an offset from this
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out_coord = HSM_AddPosScaleToCoord(inherited_coord, offset_pos, drawing_scale / inherited_scale);
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// out_coord.x -= slide_x;
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return out_coord;
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}
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//TODO remove this and replace with simpler calls
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float GetFade(float current_position, float corner_position, float fade_distance)
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{
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return smoothstep(corner_position + fade_distance / 2, corner_position - fade_distance / 2, current_position);
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}
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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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layout(location = 7) out vec2 UNFLIPPED_VIEWPORT_COORD;
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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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UNFLIPPED_VIEWPORT_COORD = vTexCoord;
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VIEWPORT_COORD = vTexCoord * 1.0001;
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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 = 7) in vec2 UNFLIPPED_VIEWPORT_COORD;
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layout(location = 8) in vec3 BEZEL_FRAME_ORIGINAL_COLOR_RGB;
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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 = 3) uniform sampler2D BackgroundImage;
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layout(set = 0, binding = 4) uniform sampler2D BackgroundVertImage;
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layout(set = 0, binding = 5) uniform sampler2D NightLightingImage;
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layout(set = 0, binding = 6) uniform sampler2D NightLighting2Image;
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layout(set = 0, binding = 7) uniform sampler2D LEDImage;
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layout(set = 0, binding = 8) uniform sampler2D FrameTextureImage;
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layout(set = 0, binding = 9) uniform sampler2D DeviceImage;
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layout(set = 0, binding = 10) uniform sampler2D DeviceVertImage;
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layout(set = 0, binding = 11) uniform sampler2D DeviceLEDImage;
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layout(set = 0, binding = 12) uniform sampler2D DecalImage;
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layout(set = 0, binding = 13) uniform sampler2D CabinetGlassImage;
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layout(set = 0, binding = 14) uniform sampler2D TopLayerImage;
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#ifdef LAYERS_OVER_CRT
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layout(set = 0, binding = 15) uniform sampler2D BR_LayersOverCRTPassFeedback;
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#define PassFeedback BR_LayersOverCRTPassFeedback
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#else
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layout(set = 0, binding = 15) uniform sampler2D BR_LayersUnderCRTPassFeedback;
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#define PassFeedback BR_LayersUnderCRTPassFeedback
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#endif
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//////////////////////////////////////////////////////////////////////////////////////////////////
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void main()
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{
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if (HSM_AB_COMPARE_FREEZE_GRAPHICS == 1 && HSM_GetIsInABCompareArea(vTexCoord))
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{
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FragColor = texture(PassFeedback, vTexCoord);
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return;
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}
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VIEWPORT_UNSCALED_COORD = HSM_GetViewportCoordWithFlip(vTexCoord);
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VIEWPORT_COORD = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
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HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
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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)
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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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// AMBIENT LIGHTING IMAGES
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vec4 ambient_image = vec4(1);
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vec4 ambient2_image = vec4(1);
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HSM_Fill_Ambient_Images(VIEWPORT_COORD, VIEWPORT_UNSCALED_COORD, TUBE_DIFFUSE_COORD, TUBE_DIFFUSE_SCALE, HSM_AMBIENT_LIGHTING_SWAP_IMAGE_MODE, NightLightingImage, NightLighting2Image, ambient_image, ambient2_image);
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TUBE_DIFFUSE_CURVED_COORD = HSM_GetCurvedCoord(SCREEN_COORD, HSM_TUBE_BLACK_EDGE_CURVATURE_SCALE, TUBE_DIFFUSE_ASPECT);
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// TODO this should probably just use TUBE_COORD
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// TODO should probably use TUBE_ASPECT
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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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vec2 tube_curved_coord_ctr = tube_curved_coord - 0.5;
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vec2 edge_mask_coord = tube_curved_coord_ctr * (1 - (HSM_BZL_INNER_EDGE_THICKNESS / vec2(TUBE_DIFFUSE_ASPECT, 1))) + 0.5;
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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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float edge_mask = HSM_GetCornerMask(edge_mask_coord, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, HSM_BZL_INNER_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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// Shrink the mask by 0.001 to clip off outer edge
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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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//----------------------------------------------------
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// Calculate Outside mapping Coords
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//----------------------------------------------------
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/* This first big chunk is to get a mapping of the space outside of the screen which is continuous
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This is more complicated than you would expect because since we are using curved coordinates
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there are discontinuities outside the normal screen corners, e.g. where x > 1 and y > 1
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So instead of trying to use the coordinates from the screen/tube we use a larger space
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and subtract the screen space to see how far we are outside of the sreen
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*/
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// Additional scale to be applied to the tube scale to create an expanded mapping area
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float outermap_scale = 2.3;
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// Get a range width from the outer tube edge to the outer edge of the outermap
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float outermap_range = 0.5 * outermap_scale * 0.7;
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vec2 outermap_screen_size_from_center = vec2(0.5, 0.5);
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vec2 outermap_warped_outside_screen_vector = (tube_curved_coord_ctr - clamp(tube_curved_coord_ctr, -0.490, 0.490)) * vec2(1 / TUBE_DIFFUSE_ASPECT, 1);
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float output_aspect = global.OutputSize.x / global.OutputSize.y;
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float outside_ratio_warped = clamp(length(outermap_warped_outside_screen_vector) / outermap_range, 0, 1);
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vec2 outermap_screen_corner_ctr_coord = vec2(0.5, -0.5);
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// Get a coordinate offset so it is centered around the corner
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vec2 outermap_coord_warped_ctr_at_screen_corner = abs(tube_curved_coord_ctr) - vec2(0.5);
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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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true,
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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);
|
|
|
|
OUTSIDE_BEZEL_MASK = 1 - HSM_GetCornerMask(BEZEL_OUTSIDE_CURVED_COORD, TUBE_DIFFUSE_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_BZL_OUTER_CORNER_RADIUS_SCALE, 0.9);
|
|
|
|
// Get color for the frame area outside of the bezel
|
|
vec2 frame_outside_coord_ctr = FRAME_OUTSIDE_CURVED_COORD - 0.5;
|
|
float SHADOW_OUTSIDE_FRAME_MASK = 1 - HSM_GetCornerMask(frame_outside_coord_ctr * 1.01 + 0.5, TUBE_DIFFUSE_ASPECT, HSM_FRM_OUTER_CORNER_RADIUS, 1);
|
|
OUTSIDE_FRAME_MASK = 1 - HSM_GetCornerMask(frame_outside_coord_ctr + 0.5, TUBE_DIFFUSE_ASPECT, HSM_FRM_OUTER_CORNER_RADIUS, 1);
|
|
OUTSIDE_FRAME_MASK_FOR_IMAGE = 1 - HSM_GetCornerMask(frame_outside_coord_ctr * 0.999 + 0.5, TUBE_DIFFUSE_ASPECT, HSM_FRM_OUTER_CORNER_RADIUS, 1);
|
|
// Get masks for shadows, from frame as well as sides and top and bottom of viewport
|
|
INSIDE_BEZEL_MASK = 1 - OUTSIDE_BEZEL_MASK;
|
|
BEZEL_MASK = INSIDE_BEZEL_MASK * (1 - TUBE_MASK);
|
|
FRAME_MASK = OUTSIDE_BEZEL_MASK * (1 - OUTSIDE_FRAME_MASK);
|
|
|
|
#ifdef LAYERS_UNDER_CRT
|
|
//----------------------------------------------------
|
|
// Calculate Corner Highlight Mask
|
|
//----------------------------------------------------
|
|
const float pi = 3.1415;
|
|
|
|
// Get amount to shift the point at the outer corner to match the overall position offset
|
|
vec2 pos_shift_offset = vec2(0, HSM_BZL_OUTER_POSITION_Y) * TUBE_DIFFUSE_SCALE.y / outermap_scale;
|
|
pos_shift_offset *= tube_curved_coord.y > 0.5 ? 1 : -1;
|
|
|
|
// Get the direction vector from the inner corner of the bezel pointing at the outer corner
|
|
vec2 corner_crease_dir = (outermap_screen_corner_ctr_coord + pos_shift_offset) / vec2(HSM_BZL_HEIGHT + 1, HSM_BZL_WIDTH + 1) - (outermap_screen_corner_ctr_coord) ;
|
|
corner_crease_dir *= vec2(TUBE_DIFFUSE_ASPECT, 1);
|
|
|
|
float aspect_corner_length_scale_offset = TUBE_DIFFUSE_ASPECT > 1 ? 0.9 : 1.5;
|
|
float corner_crease_length = length(corner_crease_dir * aspect_corner_length_scale_offset);
|
|
|
|
// A hack to adjust the angle offset, because without it the corner angle isn't pointing exactly at the corner
|
|
// This offset is the opposite direction for vertical and horizontal aspect ratio
|
|
float corner_rotation_offset = (SCREEN_COORD.y < 0.5) ? -HSM_REFLECT_CORNER_ROTATION_OFFSET_TOP : -HSM_REFLECT_CORNER_ROTATION_OFFSET_BOTTOM;
|
|
|
|
if (HSM_CURVATURE_MODE == 0)
|
|
// If we are using a 3d Curvature no offset is necessary
|
|
corner_rotation_offset += (TUBE_DIFFUSE_ASPECT > 1) ? 2 : 3;
|
|
|
|
// Convert direction vector to an angle so we can rotate the corner crease direction
|
|
float corner_angle_degrees = atan(corner_crease_dir.y / corner_crease_dir.x) / (2 * pi) * 360;
|
|
|
|
corner_angle_degrees += corner_rotation_offset;
|
|
float corner_angle_radians = corner_angle_degrees / 360 * 2 * pi;
|
|
corner_crease_dir = vec2(cos(corner_angle_radians), sin(corner_angle_radians));
|
|
|
|
// Get the distance perpendicular to the crease direction so we can use it to fade later
|
|
float distance_from_crease = HHLP_GetDistanceToLine(outermap_coord_warped_ctr_at_screen_corner.x, outermap_coord_warped_ctr_at_screen_corner.y, 1, corner_crease_dir.y / corner_crease_dir.x, 0 );
|
|
|
|
float fade_out_to_corner = HHLP_QuadraticBezier(clamp(length(outermap_warped_outside_screen_vector) / (corner_crease_length * 2), 0, 1), vec2(0.5, HSM_REFLECT_CORNER_SPREAD_FALLOFF / 100));
|
|
|
|
float corner_fade_width_inner = HSM_REFLECT_CORNER_INNER_SPREAD * (TUBE_DIFFUSE_SCALE.x + TUBE_DIFFUSE_SCALE.y) * bezel_corner_radius / 10 / 250 * 1.2;
|
|
float corner_fade_width_outer = HSM_REFLECT_CORNER_OUTER_SPREAD * (TUBE_DIFFUSE_SCALE.x + TUBE_DIFFUSE_SCALE.y) * HSM_GLOBAL_CORNER_RADIUS * HSM_BZL_OUTER_CORNER_RADIUS_SCALE / 10 / 250 * 1.6;
|
|
float corner_fade_width = (corner_fade_width_inner + fade_out_to_corner * (corner_fade_width_outer - corner_fade_width_inner));
|
|
|
|
// Get a vector perpendicular to the crease that we can shift the crease to blend between bottom/top and sides
|
|
vec2 corner_crease_perp_dir = normalize(vec2(corner_crease_dir.y, corner_crease_dir.x));
|
|
vec2 corner_coord_shifted = outermap_coord_warped_ctr_at_screen_corner - corner_crease_perp_dir * corner_fade_width / 2;
|
|
vec2 corner_crease_dir_shifted = corner_crease_dir - corner_crease_perp_dir * corner_fade_width / 2;
|
|
|
|
// Get the distance to this shifted crease
|
|
float distance_from_crease_shifted = HHLP_GetDistanceToLine(corner_coord_shifted.x, corner_coord_shifted.y, 1, corner_crease_dir_shifted.y / corner_crease_dir_shifted.x, 0 );
|
|
|
|
float top_half_mask = smoothstep(0.55, 0.5, tube_curved_coord.y);
|
|
float left_half_mask = smoothstep(0.55, 0.5, tube_curved_coord.x);
|
|
|
|
// Get a mask which transitions between sides and top/bottom at the corner crease
|
|
float top_bottom_vs_sides_mask = dot(normalize(corner_coord_shifted), normalize(corner_crease_dir_shifted)) > 0 ? 1 - smoothstep(0, corner_fade_width / 2, distance_from_crease_shifted) : 1;
|
|
|
|
// Masks isolating specific parts
|
|
float sides_mask = 1 - top_bottom_vs_sides_mask;
|
|
float top_mask = top_half_mask * top_bottom_vs_sides_mask;
|
|
float bottom_mask = (1 -top_half_mask) * top_bottom_vs_sides_mask;
|
|
|
|
float corner_mask = smoothstep(corner_fade_width / 2, 0, distance_from_crease);
|
|
|
|
float top_corner_mask = corner_mask * top_half_mask;
|
|
float bottom_corner_mask = corner_mask * (1 - top_half_mask);
|
|
|
|
float frame_inner_edge_mask = (HSM_FRM_INNER_EDGE_THICKNESS == 0) ? 0 : 1 - HSM_GetCornerMask( (BEZEL_OUTSIDE_CURVED_COORD - 0.5) * (1 + (HSM_FRM_INNER_EDGE_THICKNESS / vec2(TUBE_DIFFUSE_ASPECT, 1))) + 0.5,
|
|
TUBE_DIFFUSE_ASPECT,
|
|
HSM_BZL_OUTER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS,
|
|
0.9);
|
|
float outside_tube_mask_wider = 1 - HSM_GetCornerMask(tube_curved_coord_ctr * 0.996 + 0.5, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.9);
|
|
float tube_shadow_mask = HSM_GetCornerMask(tube_curved_coord_ctr + 0.5, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0);
|
|
float tube_edge_shadow_mult = HSM_BZL_INNER_EDGE_SHADOW * (tube_shadow_mask) + (1 - HSM_BZL_INNER_EDGE_SHADOW);
|
|
|
|
float edge_highlight_mask = 0;
|
|
|
|
// ----------------------------------------------------
|
|
// Generated Bezel
|
|
// ----------------------------------------------------
|
|
|
|
/* This first bit is to get a mapping of the space outside of the screen which is continuous
|
|
This is more complicated than you would expect because since we are using curved coordinates
|
|
there are discontinuities outside the normal screen corners, e.g. where x > 1 and y > 1
|
|
So instead of trying to use the coordinates from the screen/tube we use a larger space
|
|
and subtract the screen space to see how far we are outside of the sreen
|
|
*/
|
|
|
|
float hmbz_bezel_highlight_edge = 0.9;
|
|
float hmbz_bezel_highlight_top = 0.2;
|
|
float hmbz_bezel_highlight_bottom = 0.3;
|
|
float hmbz_bezel_highlight_sides = 0.2;
|
|
|
|
float hmbz_bezel_highlight_falloff_speed = 0.5;
|
|
float hmbz_bezel_highlight_width = 0.25;
|
|
|
|
float hmbz_bezel_edge_highlight_width = 0.8;
|
|
|
|
float hmbz_bezel_brightness_frame_inner_edge = 0.014;
|
|
float hmbz_bezel_brightness_frame_outer_edge = 0.0;
|
|
float hmbz_brightness_shadow = 0;
|
|
float hmbz_frame_brightness = 100;
|
|
|
|
// Not sure why we need linearize this but it seems to have a smoother range this way
|
|
vec3 base_color = HSM_Linearize(vec4(HSM_HSVtoRGB(vec3(HSM_BZL_COLOR_HUE, HSM_BZL_COLOR_SATURATION, HSM_BZL_COLOR_VALUE)), 1), DEFAULT_SRGB_GAMMA).rgb;
|
|
float noise_mask = clamp(fract(sin(dot(tube_curved_coord_ctr + vec2(0.5, 0.5) + 1, vec2(12.9898, 78.233))) * 43758.5453), 0, 1);
|
|
vec3 base_color_with_noise = mix(base_color, 1.5 * base_color * noise_mask, HSM_BZL_NOISE);
|
|
vec3 top_color = HSM_BZL_BRIGHTNESS_MULT_TOP * HSM_BZL_BRIGHTNESS * base_color_with_noise;
|
|
vec3 bottom_color = HSM_BZL_BRIGHTNESS_MULT_BOTTOM * HSM_BZL_BRIGHTNESS * base_color_with_noise;
|
|
vec3 sides_color = mix(HSM_BZL_BRIGHTNESS_MULT_SIDES * HSM_BZL_BRIGHTNESS_MULT_SIDE_RIGHT * HSM_BZL_BRIGHTNESS * base_color_with_noise,
|
|
HSM_BZL_BRIGHTNESS_MULT_SIDES * HSM_BZL_BRIGHTNESS_MULT_SIDE_LEFT * HSM_BZL_BRIGHTNESS * base_color_with_noise,
|
|
left_half_mask);
|
|
|
|
vec3 frame_base_color = base_color;
|
|
vec3 frame_base_color_with_noise = base_color_with_noise;
|
|
if (HSM_FRM_USE_INDEPENDENT_COLOR > 0)
|
|
{
|
|
frame_base_color = HSM_Linearize(vec4(HSM_HSVtoRGB(vec3(HSM_FRM_COLOR_HUE, HSM_FRM_COLOR_SATURATION, HSM_FRM_COLOR_VALUE)), 1), DEFAULT_SRGB_GAMMA).rgb;
|
|
frame_base_color_with_noise = mix(frame_base_color, 1.5 * frame_base_color * noise_mask, HSM_FRM_NOISE);
|
|
}
|
|
|
|
vec3 frame_color = hmbz_frame_brightness / 100 * mix(frame_base_color, 1.5 * frame_base_color * noise_mask, 0.6 * HSM_FRM_NOISE);
|
|
vec3 outside_frame_color = hmbz_brightness_shadow * base_color_with_noise;
|
|
|
|
vec3 bezel_diffuse_color = mix(sides_color, top_color, top_mask);
|
|
bezel_diffuse_color = mix(bezel_diffuse_color, bottom_color, bottom_mask);
|
|
|
|
float top_center_highlight_mask = hmbz_bezel_highlight_top * top_mask * HHLP_QuadraticBezier(smoothstep(hmbz_bezel_highlight_width, 0, abs(tube_curved_coord_ctr.x)), vec2(0.5, hmbz_bezel_highlight_falloff_speed));
|
|
float bottom_center_highlight_mask = hmbz_bezel_highlight_bottom * bottom_mask * HHLP_QuadraticBezier(smoothstep(hmbz_bezel_highlight_width, 0, abs(tube_curved_coord_ctr.x)), vec2(0.5, hmbz_bezel_highlight_falloff_speed));
|
|
float sides_highlight_mask = hmbz_bezel_highlight_sides * sides_mask * HHLP_QuadraticBezier(smoothstep(hmbz_bezel_highlight_width, 0, abs(tube_curved_coord_ctr.y)), vec2(0.5, hmbz_bezel_highlight_falloff_speed));
|
|
|
|
float edge_top_center_highlight_mask = hmbz_bezel_highlight_top * top_mask * HHLP_QuadraticBezier(smoothstep(hmbz_bezel_edge_highlight_width, 0, abs(tube_curved_coord_ctr.x)), vec2(0.8, 0));
|
|
float edge_bottom_center_highlight_mask = hmbz_bezel_highlight_bottom * bottom_mask * HHLP_QuadraticBezier(smoothstep(hmbz_bezel_edge_highlight_width, 0, abs(tube_curved_coord_ctr.x)), vec2(0.8, 0));
|
|
float edge_sides_highlight_mask = hmbz_bezel_highlight_sides * sides_mask * HHLP_QuadraticBezier(smoothstep(hmbz_bezel_edge_highlight_width, 0, abs(tube_curved_coord_ctr.y)), vec2(0.8, 0));
|
|
|
|
edge_highlight_mask = hmbz_bezel_highlight_edge * edge_mask * (edge_top_center_highlight_mask + edge_bottom_center_highlight_mask + edge_sides_highlight_mask);
|
|
|
|
// Combine all the individual highlights into one mask
|
|
float combined_highlight_mask = (1 + 2.5 * HSM_BZL_NOISE) * (1 - noise_mask * 2.5 * HSM_BZL_NOISE) * (top_center_highlight_mask + bottom_center_highlight_mask + sides_highlight_mask);
|
|
float bezel_highlight_multiplier = HSM_BZL_HIGHLIGHT * combined_highlight_mask + HSM_BZL_HIGHLIGHT * edge_highlight_mask;
|
|
vec3 bezel_color = bezel_diffuse_color * (1 + 15 * bezel_highlight_multiplier) + 1 * bezel_highlight_multiplier;
|
|
|
|
// Add the inner edge highlight on top of the bezel color which has it's own highlight
|
|
float inner_edge_highlight_multiplier = hmbz_bezel_brightness_frame_inner_edge + HSM_BZL_HIGHLIGHT * 10 * hmbz_bezel_brightness_frame_inner_edge;
|
|
vec3 frame_inner_edge_color = frame_base_color * (1 + 15 * inner_edge_highlight_multiplier) + 0.5 * inner_edge_highlight_multiplier;
|
|
|
|
bezel_color = mix(bezel_color, frame_inner_edge_color, frame_inner_edge_mask);
|
|
|
|
float dist_inside_outer_edge = min(0.50 - abs(frame_outside_coord_ctr.x), 0.50 - abs(frame_outside_coord_ctr.y));
|
|
float frame_outer_edge_width = HSM_FRM_OUTER_EDGE_THICKNESS;
|
|
vec3 frame_diffuse_color = mix(frame_color, 0.2 * frame_color, HSM_FRM_OUTER_EDGE_SHADING * smoothstep(frame_outer_edge_width, 0, dist_inside_outer_edge));
|
|
|
|
if (HSM_FRM_TEXTURE_OPACITY > 0)
|
|
{
|
|
// TODO need to do Mipmapping sample?
|
|
vec4 frame_texture_color = HSM_Linearize(texture(FrameTextureImage, FRAME_OUTSIDE_CURVED_COORD), DEFAULT_SRGB_GAMMA);
|
|
frame_diffuse_color = HSM_BlendModeLayerMix(vec4(frame_diffuse_color, 1), frame_texture_color, HSM_FRM_TEXTURE_BLEND_MODE, HSM_FRM_TEXTURE_OPACITY).rgb;
|
|
}
|
|
|
|
// Composite in color from outside the bezel
|
|
vec3 bezel_and_frame_rgb = mix(bezel_color, frame_diffuse_color, OUTSIDE_BEZEL_MASK);
|
|
|
|
// Get masks on side of frame to multiply together to get a shadow around the frame
|
|
// Get vector from the screen edge outward
|
|
float frame_edge = 0.495;
|
|
float dist_outside_frame = length(clamp(abs(frame_outside_coord_ctr * 1.01) - frame_edge, 0, 1) * vec2(TUBE_DIFFUSE_ASPECT, 1));
|
|
|
|
vec4 frame_shadow_layer = vec4(0);
|
|
if (HSM_FRM_OPACITY > 0.001)
|
|
frame_shadow_layer.a = SHADOW_OUTSIDE_FRAME_MASK * HHLP_QuadraticBezier(smoothstep(HSM_FRM_SHADOW_WIDTH, 0, dist_outside_frame), vec2(1, 0));
|
|
|
|
//----------------------------------------------------
|
|
// Generated Bezel
|
|
//----------------------------------------------------
|
|
|
|
vec4 bezel_layer = vec4(0);
|
|
vec4 frame_layer = vec4(0);
|
|
|
|
if (HSM_BZL_OPACITY > 0 || HSM_FRM_OPACITY > 0)
|
|
{
|
|
// Create image of bezel & frame with outside of frame transparent
|
|
vec4 bezel_and_frame_rgba = vec4(bezel_and_frame_rgb, 1);
|
|
|
|
// Cut out Tube Area
|
|
if (HSM_STATIC_LAYERS_GAMMA != 1)
|
|
bezel_and_frame_rgba = HSM_ApplyGamma(bezel_and_frame_rgba, HSM_STATIC_LAYERS_GAMMA);
|
|
|
|
bezel_and_frame_rgba.rgb = ApplyAmbientImages(bezel_and_frame_rgba.rgb,
|
|
ambient_image.rgb,
|
|
ambient2_image.rgb,
|
|
HSM_BZL_AMBIENT_LIGHTING_MULTIPLIER,
|
|
HSM_BZL_AMBIENT2_LIGHTING_MULTIPLIER,
|
|
1,
|
|
HSM_BZL_BLEND_MODE,
|
|
HSM_AMBIENT_LIGHTING_SWAP_IMAGE_MODE);
|
|
|
|
// Contract the tube mask to leave a little extra black ring at the edge of the bezel
|
|
// otherwise this will show slivers of the background otherwise
|
|
float tube_mask_contracted = HSM_GetCornerMask((tube_curved_coord - 0.5) * 1.004 + 0.5, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.99);
|
|
float FRAME_AND_BEZEL_MASK = (1 - tube_mask_contracted) * (1 - OUTSIDE_FRAME_MASK);
|
|
|
|
if (HSM_BZL_OPACITY > 0 || HSM_FRM_OPACITY > 0)
|
|
bezel_layer = clamp(bezel_and_frame_rgba * FRAME_AND_BEZEL_MASK, 0, 1);
|
|
|
|
frame_shadow_layer *= HSM_FRM_SHADOW_OPACITY;
|
|
|
|
if (HSM_FRM_SHADOW_OPACITY > 0)
|
|
bezel_layer = BlendModeMaskLayerMix(frame_shadow_layer,
|
|
bezel_layer,
|
|
BLEND_MODE_NORMAL,
|
|
MASK_MODE_ALL,
|
|
0,
|
|
SHOW_ON_DUALSCREEN_MODE_BOTH,
|
|
1);
|
|
|
|
|
|
float bezel_opacity_mult = HSM_BZL_OPACITY + OUTSIDE_BEZEL_MASK * (1 - HSM_BZL_OPACITY);
|
|
float frame_opacity_mult = HSM_FRM_OPACITY + (1 - OUTSIDE_BEZEL_MASK) * (1 - HSM_FRM_OPACITY);
|
|
|
|
bezel_layer *= bezel_opacity_mult * frame_opacity_mult;
|
|
}
|
|
|
|
float TUBE_MASK_EXPAND = HSM_GetCornerMask((tube_curved_coord - 0.5) * 0.997 + 0.5, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.99);
|
|
|
|
// vec4 tube_bg_layer = vec4(0, 0, 0, TUBE_MASK_EXPAND * HSM_GetTubeOpacity());
|
|
vec4 tube_bg_layer = vec4(0, 0, 0, 0);
|
|
|
|
// end of ifndef LAYERS_UNDER_CRT
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------------------
|
|
// Background
|
|
//-----------------------------------------------------------------------------------------
|
|
bool bg_use_vert_image = SCREEN_ASPECT < 1 && textureSize(BackgroundVertImage, 0).y > 16 ? true : false;
|
|
vec2 bg_size = bg_use_vert_image ? textureSize(BackgroundVertImage, 0) : textureSize(BackgroundImage, 0);
|
|
BACKGROUND_CURVED_COORD = HSM_GetScaledCoord(VIEWPORT_COORD,
|
|
VIEWPORT_UNSCALED_COORD,
|
|
TEXTURE_ASPECT_MODE_EXPLICIT,
|
|
bg_size.x / bg_size.y,
|
|
vec2(HSM_BG_POS_X, HSM_BG_POS_Y),
|
|
vec2(HSM_BG_SCALE * HSM_BG_SCALE_X, HSM_BG_SCALE),
|
|
HSM_BG_FOLLOW_LAYER,
|
|
HSM_BG_FOLLOW_MODE,
|
|
HSM_BG_FOLLOW_FULL_USES_ZOOM,
|
|
HSM_BG_FILL_MODE,
|
|
HSM_BG_SPLIT_PRESERVE_CENTER,
|
|
HSM_BG_SPLIT_REPEAT_WIDTH,
|
|
true,
|
|
BACKGROUND_COORD,
|
|
BACKGROUND_SCALE);
|
|
|
|
if (HSM_BG_MIRROR_WRAP == 1)
|
|
BACKGROUND_CURVED_COORD = HSM_GetMirrorWrapCoord(BACKGROUND_CURVED_COORD);
|
|
|
|
vec4 bg_image = vec4(0);
|
|
if (HSM_BG_OPACITY > 0 && bg_size.y > 16)
|
|
{
|
|
if (bg_use_vert_image)
|
|
bg_image = HSM_GetMipmappedTexSample(BackgroundVertImage, BACKGROUND_CURVED_COORD, BACKGROUND_SCALE, HSM_BG_MIPMAPPING_BLEND_BIAS);
|
|
else
|
|
bg_image = HSM_GetMipmappedTexSample(BackgroundImage, BACKGROUND_CURVED_COORD, BACKGROUND_SCALE, HSM_BG_MIPMAPPING_BLEND_BIAS);
|
|
|
|
// Premultiply Alpha
|
|
bg_image = HSM_GetPreMultipliedColorLinear(bg_image, HSM_BG_SOURCE_MATTE_TYPE, DEFAULT_SRGB_GAMMA);
|
|
|
|
// HSV Adjustments
|
|
bg_image.rgb = HSM_ApplyHSVAdjustment(bg_image.rgb, HSM_BG_HUE, HSM_BG_SATURATION, HSM_BG_BRIGHTNESS, HSM_BG_COLORIZE_ON, HSM_BG_GAMMA);
|
|
|
|
if (HSM_STATIC_LAYERS_GAMMA != 1)
|
|
bg_image = HSM_ApplyGamma(bg_image, HSM_STATIC_LAYERS_GAMMA);
|
|
|
|
bg_image.rgb = ApplyAmbientImages(bg_image.rgb,
|
|
ambient_image.rgb,
|
|
ambient2_image.rgb,
|
|
HSM_BG_AMBIENT_LIGHTING_MULTIPLIER,
|
|
HSM_BG_AMBIENT2_LIGHTING_MULTIPLIER,
|
|
HSM_BG_APPLY_AMBIENT_IN_ADD_MODE,
|
|
HSM_BG_BLEND_MODE,
|
|
HSM_AMBIENT_LIGHTING_SWAP_IMAGE_MODE);
|
|
}
|
|
|
|
//----------------------------------------------------
|
|
// Device Image
|
|
//----------------------------------------------------
|
|
bool device_use_vert_image = SCREEN_ASPECT < 1 && textureSize(DeviceVertImage, 0).y > 16 ? true : false;
|
|
vec2 device_size = device_use_vert_image ? textureSize(DeviceVertImage, 0) : textureSize(DeviceImage, 0);
|
|
DEVICE_CURVED_COORD = HSM_GetScaledCoord(VIEWPORT_COORD,
|
|
VIEWPORT_UNSCALED_COORD,
|
|
TEXTURE_ASPECT_MODE_EXPLICIT,
|
|
device_size.x / device_size.y,
|
|
vec2(HSM_DEVICE_POS_X, HSM_DEVICE_POS_Y),
|
|
vec2(HSM_DEVICE_SCALE * HSM_DEVICE_SCALE_X, HSM_DEVICE_SCALE),
|
|
HSM_DEVICE_FOLLOW_LAYER,
|
|
HSM_DEVICE_FOLLOW_MODE,
|
|
HSM_DEVICE_FOLLOW_FULL_USES_ZOOM,
|
|
HSM_DEVICE_FILL_MODE,
|
|
HSM_DEVICE_SPLIT_PRESERVE_CENTER,
|
|
HSM_DEVICE_SPLIT_REPEAT_WIDTH,
|
|
true,
|
|
DEVICE_COORD,
|
|
DEVICE_SCALE);
|
|
|
|
vec4 device_image = vec4(0);
|
|
if (HSM_DEVICE_OPACITY > 0 && device_size.y > 16)
|
|
{
|
|
device_image = device_use_vert_image ? HSM_GetMipmappedTexSample(DeviceVertImage, DEVICE_CURVED_COORD, DEVICE_SCALE, HSM_DEVICE_MIPMAPPING_BLEND_BIAS) :
|
|
HSM_GetMipmappedTexSample(DeviceImage, DEVICE_CURVED_COORD, DEVICE_SCALE, HSM_DEVICE_MIPMAPPING_BLEND_BIAS);
|
|
|
|
// Premultiply Alpha
|
|
device_image = HSM_GetPreMultipliedColorLinear(device_image, HSM_DEVICE_SOURCE_MATTE_TYPE, DEFAULT_SRGB_GAMMA);
|
|
|
|
// HSV Adjustments
|
|
device_image.rgb = HSM_ApplyHSVAdjustment(device_image.rgb, HSM_DEVICE_HUE, HSM_DEVICE_SATURATION, HSM_DEVICE_BRIGHTNESS, HSM_DEVICE_COLORIZE_ON, HSM_DEVICE_GAMMA);
|
|
|
|
if (HSM_STATIC_LAYERS_GAMMA != 1)
|
|
device_image = HSM_ApplyGamma(device_image, HSM_STATIC_LAYERS_GAMMA);
|
|
|
|
device_image.rgb = ApplyAmbientImages(device_image.rgb,
|
|
ambient_image.rgb,
|
|
ambient2_image.rgb,
|
|
HSM_DEVICE_AMBIENT_LIGHTING_MULTIPLIER,
|
|
HSM_DEVICE_AMBIENT2_LIGHTING_MULTIPLIER,
|
|
HSM_DEVICE_APPLY_AMBIENT_IN_ADD_MODE,
|
|
HSM_DEVICE_BLEND_MODE,
|
|
HSM_AMBIENT_LIGHTING_SWAP_IMAGE_MODE);
|
|
}
|
|
|
|
//----------------------------------------------------
|
|
// DeviceLED Image
|
|
//----------------------------------------------------
|
|
vec2 deviceled_size = textureSize(DeviceLEDImage, 0);
|
|
DEVICELED_CURVED_COORD = HSM_GetScaledCoord(VIEWPORT_COORD,
|
|
VIEWPORT_UNSCALED_COORD,
|
|
TEXTURE_ASPECT_MODE_EXPLICIT,
|
|
deviceled_size.x / deviceled_size.y,
|
|
vec2(HSM_DEVICELED_POS_X, HSM_DEVICELED_POS_Y),
|
|
vec2(HSM_DEVICELED_SCALE * HSM_DEVICELED_SCALE_X, HSM_DEVICELED_SCALE),
|
|
HSM_DEVICELED_FOLLOW_LAYER,
|
|
HSM_DEVICELED_FOLLOW_MODE,
|
|
HSM_DEVICELED_FOLLOW_FULL_USES_ZOOM,
|
|
HSM_DEVICELED_FILL_MODE,
|
|
HSM_DEVICELED_SPLIT_PRESERVE_CENTER,
|
|
HSM_DEVICELED_SPLIT_REPEAT_WIDTH,
|
|
true,
|
|
DEVICELED_COORD,
|
|
DEVICELED_SCALE);
|
|
|
|
vec4 deviceled_image = vec4(0);
|
|
if (HSM_DEVICELED_OPACITY > 0 && deviceled_size.y > 16)
|
|
{
|
|
deviceled_image = HSM_GetMipmappedTexSample(DeviceLEDImage, DEVICELED_CURVED_COORD, DEVICELED_SCALE, HSM_DEVICELED_MIPMAPPING_BLEND_BIAS);
|
|
|
|
// Premultiply Alpha
|
|
deviceled_image = HSM_GetPreMultipliedColorLinear(deviceled_image, HSM_DEVICELED_SOURCE_MATTE_TYPE, DEFAULT_SRGB_GAMMA);
|
|
|
|
// HSV Adjustments
|
|
deviceled_image.rgb = HSM_ApplyHSVAdjustment(deviceled_image.rgb, HSM_DEVICELED_HUE, HSM_DEVICELED_SATURATION, HSM_DEVICELED_BRIGHTNESS, HSM_DEVICELED_COLORIZE_ON, HSM_DEVICELED_GAMMA);
|
|
|
|
if (HSM_STATIC_LAYERS_GAMMA != 1)
|
|
deviceled_image = HSM_ApplyGamma(deviceled_image, HSM_STATIC_LAYERS_GAMMA);
|
|
|
|
deviceled_image.rgb = ApplyAmbientImages(deviceled_image.rgb,
|
|
ambient_image.rgb,
|
|
ambient2_image.rgb,
|
|
HSM_DEVICELED_AMBIENT_LIGHTING_MULTIPLIER,
|
|
HSM_DEVICELED_AMBIENT2_LIGHTING_MULTIPLIER,
|
|
HSM_DEVICELED_APPLY_AMBIENT_IN_ADD_MODE,
|
|
HSM_DEVICELED_BLEND_MODE,
|
|
HSM_AMBIENT_LIGHTING_SWAP_IMAGE_MODE);
|
|
}
|
|
|
|
//----------------------------------------------------
|
|
// LED Image
|
|
//----------------------------------------------------
|
|
vec4 led_image = vec4(0);
|
|
if (HSM_LED_OPACITY > 0)
|
|
{
|
|
vec2 led_size = textureSize(LEDImage, 0);
|
|
LED_CURVED_COORD = HSM_GetScaledCoord(VIEWPORT_COORD,
|
|
VIEWPORT_UNSCALED_COORD,
|
|
TEXTURE_ASPECT_MODE_EXPLICIT,
|
|
led_size.x / led_size.y,
|
|
vec2(HSM_LED_POS_X, HSM_LED_POS_Y),
|
|
vec2(HSM_LED_SCALE * HSM_LED_SCALE_X, HSM_LED_SCALE),
|
|
HSM_LED_FOLLOW_LAYER,
|
|
HSM_LED_FOLLOW_MODE,
|
|
HSM_LED_FOLLOW_FULL_USES_ZOOM,
|
|
HSM_LED_FILL_MODE,
|
|
HSM_LED_SPLIT_PRESERVE_CENTER,
|
|
HSM_LED_SPLIT_REPEAT_WIDTH,
|
|
true,
|
|
LED_COORD,
|
|
LED_SCALE);
|
|
|
|
if (HSM_LED_OPACITY > 0 && led_size.y > 16)
|
|
{
|
|
led_image = HSM_GetMipmappedTexSample(LEDImage, LED_CURVED_COORD, LED_SCALE, HSM_LED_MIPMAPPING_BLEND_BIAS);
|
|
|
|
// Premultiply Alpha
|
|
led_image = HSM_GetPreMultipliedColorLinear(led_image, HSM_LED_SOURCE_MATTE_TYPE, DEFAULT_SRGB_GAMMA);
|
|
|
|
// HSV Adjustments
|
|
led_image.rgb = HSM_ApplyHSVAdjustment(led_image.rgb, HSM_LED_HUE, HSM_LED_SATURATION, HSM_LED_BRIGHTNESS, HSM_LED_COLORIZE_ON, HSM_LED_GAMMA);
|
|
|
|
// STATIC GAMMA
|
|
if (HSM_STATIC_LAYERS_GAMMA != 1)
|
|
led_image = HSM_ApplyGamma(led_image, HSM_STATIC_LAYERS_GAMMA);
|
|
|
|
led_image.rgb = ApplyAmbientImages(led_image.rgb,
|
|
ambient_image.rgb,
|
|
ambient2_image.rgb,
|
|
HSM_LED_AMBIENT_LIGHTING_MULTIPLIER,
|
|
HSM_LED_AMBIENT2_LIGHTING_MULTIPLIER,
|
|
HSM_LED_APPLY_AMBIENT_IN_ADD_MODE,
|
|
HSM_LED_BLEND_MODE,
|
|
HSM_AMBIENT_LIGHTING_SWAP_IMAGE_MODE);
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------
|
|
// Decal Image
|
|
//----------------------------------------------------
|
|
vec2 decal_size = textureSize(DecalImage, 0);
|
|
DECAL_CURVED_COORD = HSM_GetScaledCoord(VIEWPORT_COORD,
|
|
VIEWPORT_UNSCALED_COORD,
|
|
TEXTURE_ASPECT_MODE_EXPLICIT,
|
|
decal_size.x / decal_size.y,
|
|
vec2(HSM_DECAL_POS_X, HSM_DECAL_POS_Y),
|
|
vec2(HSM_DECAL_SCALE * HSM_DECAL_SCALE_X, HSM_DECAL_SCALE),
|
|
HSM_DECAL_FOLLOW_LAYER,
|
|
HSM_DECAL_FOLLOW_MODE,
|
|
HSM_DECAL_FOLLOW_FULL_USES_ZOOM,
|
|
HSM_DECAL_FILL_MODE,
|
|
HSM_DECAL_SPLIT_PRESERVE_CENTER,
|
|
HSM_DECAL_SPLIT_REPEAT_WIDTH,
|
|
true,
|
|
DECAL_COORD,
|
|
DECAL_SCALE);
|
|
vec4 decal_image = vec4(0);
|
|
if (HSM_DECAL_OPACITY > 0 && decal_size.y > 16)
|
|
{
|
|
decal_image = HSM_GetMipmappedTexSample(DecalImage, DECAL_CURVED_COORD, DECAL_SCALE, HSM_DECAL_MIPMAPPING_BLEND_BIAS);
|
|
|
|
// Premultiply Alpha
|
|
decal_image = HSM_GetPreMultipliedColorLinear(decal_image, HSM_DECAL_SOURCE_MATTE_TYPE, DEFAULT_SRGB_GAMMA);
|
|
|
|
// HSV Adjustments
|
|
decal_image.rgb = HSM_ApplyHSVAdjustment(decal_image.rgb, HSM_DECAL_HUE, HSM_DECAL_SATURATION, HSM_DECAL_BRIGHTNESS, HSM_DECAL_COLORIZE_ON, HSM_DECAL_GAMMA);
|
|
|
|
// STATIC GAMMA
|
|
if (HSM_STATIC_LAYERS_GAMMA != 1)
|
|
decal_image = HSM_ApplyGamma(decal_image, HSM_STATIC_LAYERS_GAMMA);
|
|
|
|
decal_image.rgb = ApplyAmbientImages(decal_image.rgb,
|
|
ambient_image.rgb,
|
|
ambient2_image.rgb,
|
|
HSM_DECAL_AMBIENT_LIGHTING_MULTIPLIER,
|
|
HSM_DECAL_AMBIENT2_LIGHTING_MULTIPLIER,
|
|
HSM_DECAL_APPLY_AMBIENT_IN_ADD_MODE,
|
|
HSM_DECAL_BLEND_MODE,
|
|
HSM_AMBIENT_LIGHTING_SWAP_IMAGE_MODE);
|
|
}
|
|
|
|
//----------------------------------------------------
|
|
// ADV Get Additional Layers and Composite
|
|
//----------------------------------------------------
|
|
vec2 top_size = textureSize(TopLayerImage, 0);
|
|
TOP_IMAGE_CURVED_COORD = HSM_GetScaledCoord(VIEWPORT_COORD,
|
|
VIEWPORT_UNSCALED_COORD,
|
|
TEXTURE_ASPECT_MODE_EXPLICIT,
|
|
top_size.x / top_size.y,
|
|
vec2(HSM_TOP_POS_X, HSM_TOP_POS_Y),
|
|
vec2(HSM_TOP_SCALE * HSM_TOP_SCALE_X, HSM_TOP_SCALE),
|
|
HSM_TOP_FOLLOW_LAYER,
|
|
HSM_TOP_FOLLOW_MODE,
|
|
HSM_TOP_FOLLOW_FULL_USES_ZOOM,
|
|
HSM_TOP_FILL_MODE,
|
|
HSM_TOP_SPLIT_PRESERVE_CENTER,
|
|
HSM_TOP_SPLIT_REPEAT_WIDTH,
|
|
true,
|
|
TOP_IMAGE_COORD,
|
|
TOP_IMAGE_SCALE);
|
|
|
|
if (HSM_TOP_MIRROR_WRAP == 1)
|
|
TOP_IMAGE_CURVED_COORD = HSM_GetMirrorWrapCoord(TOP_IMAGE_CURVED_COORD);
|
|
|
|
vec4 top_image = vec4(0);
|
|
if (HSM_TOP_OPACITY > 0 && top_size.y > 16)
|
|
{
|
|
// Get the top image color and masking values if needed
|
|
top_image = HSM_GetMipmappedTexSample(TopLayerImage, TOP_IMAGE_CURVED_COORD, TOP_IMAGE_SCALE, HSM_TOP_MIPMAPPING_BLEND_BIAS);
|
|
|
|
// Premultiply Alpha
|
|
top_image = HSM_GetPreMultipliedColorLinear(top_image, HSM_TOP_SOURCE_MATTE_TYPE, DEFAULT_SRGB_GAMMA);
|
|
|
|
// HSV Adjustments
|
|
top_image.rgb = HSM_ApplyHSVAdjustment(top_image.rgb, HSM_TOP_HUE, HSM_TOP_SATURATION, HSM_TOP_BRIGHTNESS, HSM_TOP_COLORIZE_ON, HSM_TOP_GAMMA);
|
|
|
|
// STATIC GAMMA
|
|
if (HSM_STATIC_LAYERS_GAMMA != 1)
|
|
top_image = HSM_ApplyGamma(top_image, HSM_STATIC_LAYERS_GAMMA);
|
|
|
|
top_image.rgb = ApplyAmbientImages(top_image.rgb,
|
|
ambient_image.rgb,
|
|
ambient2_image.rgb,
|
|
HSM_TOP_AMBIENT_LIGHTING_MULTIPLIER,
|
|
HSM_TOP_AMBIENT2_LIGHTING_MULTIPLIER,
|
|
HSM_TOP_APPLY_AMBIENT_IN_ADD_MODE,
|
|
HSM_TOP_BLEND_MODE,
|
|
HSM_AMBIENT_LIGHTING_SWAP_IMAGE_MODE);
|
|
}
|
|
|
|
//----------------------------------------------------
|
|
// Cabinet Glass Image
|
|
//----------------------------------------------------
|
|
vec4 cab_glass_image = vec4(0);
|
|
|
|
if (HSM_CAB_GLASS_OPACITY > 0)
|
|
{
|
|
|
|
|
|
vec2 cab_glass_size = textureSize(CabinetGlassImage, 0);
|
|
CAB_GLASS_CURVED_COORD = HSM_GetScaledCoord(VIEWPORT_COORD,
|
|
VIEWPORT_UNSCALED_COORD,
|
|
TEXTURE_ASPECT_MODE_EXPLICIT,
|
|
cab_glass_size.x / cab_glass_size.y,
|
|
vec2(HSM_CAB_GLASS_POS_X, HSM_CAB_GLASS_POS_Y),
|
|
vec2(HSM_CAB_GLASS_SCALE * HSM_CAB_GLASS_SCALE_X, HSM_CAB_GLASS_SCALE),
|
|
HSM_CAB_GLASS_FOLLOW_LAYER,
|
|
HSM_CAB_GLASS_FOLLOW_MODE,
|
|
HSM_CAB_GLASS_FOLLOW_FULL_USES_ZOOM,
|
|
HSM_CAB_GLASS_FILL_MODE,
|
|
HSM_CAB_GLASS_SPLIT_PRESERVE_CENTER,
|
|
HSM_CAB_GLASS_SPLIT_REPEAT_WIDTH,
|
|
true,
|
|
CAB_GLASS_COORD,
|
|
CAB_GLASS_SCALE);
|
|
|
|
if (HSM_CAB_GLASS_OPACITY > 0 && cab_glass_size.y > 16)
|
|
{
|
|
// Sample Texture
|
|
cab_glass_image = HSM_GetMipmappedTexSample(CabinetGlassImage, CAB_GLASS_CURVED_COORD, CAB_GLASS_SCALE, HSM_CAB_GLASS_MIPMAPPING_BLEND_BIAS);
|
|
|
|
// Premultiply Alpha
|
|
cab_glass_image = HSM_GetPreMultipliedColorLinear(cab_glass_image, HSM_CAB_GLASS_SOURCE_MATTE_TYPE, DEFAULT_SRGB_GAMMA);
|
|
|
|
// HSV Adjustments
|
|
cab_glass_image.rgb = HSM_ApplyHSVAdjustment(cab_glass_image.rgb, HSM_CAB_GLASS_HUE, HSM_CAB_GLASS_SATURATION, HSM_CAB_GLASS_BRIGHTNESS, HSM_CAB_GLASS_COLORIZE_ON, HSM_CAB_GLASS_GAMMA);
|
|
|
|
// STATIC GAMMA
|
|
if (HSM_STATIC_LAYERS_GAMMA != 1)
|
|
cab_glass_image = HSM_ApplyGamma(cab_glass_image, HSM_STATIC_LAYERS_GAMMA);
|
|
|
|
cab_glass_image.rgb = ApplyAmbientImages(cab_glass_image.rgb,
|
|
ambient_image.rgb,
|
|
ambient2_image.rgb,
|
|
HSM_CAB_GLASS_AMBIENT_LIGHTING_MULTIPLIER,
|
|
HSM_CAB_GLASS_AMBIENT2_LIGHTING_MULTIPLIER,
|
|
HSM_CAB_GLASS_APPLY_AMBIENT_IN_ADD_MODE,
|
|
HSM_CAB_GLASS_BLEND_MODE,
|
|
HSM_AMBIENT_LIGHTING_SWAP_IMAGE_MODE);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------------------
|
|
// CUTOUT MASK
|
|
//-----------------------------------------------------------------------------------------
|
|
CUTOUT_MASK = 1;
|
|
|
|
vec2 temp_scale = vec2(0.5);
|
|
vec2 temp_coord = vec2(0.5);
|
|
|
|
vec2 cutout_base_scale_offset = vec2(0.5);
|
|
|
|
if ( HSM_CUTOUT_FOLLOW_LAYER == FOLLOW_LAYER_VIEWPORT )
|
|
cutout_base_scale_offset *= vec2(DEFAULT_UNCORRECTED_BEZEL_SCALE.y * TUBE_DIFFUSE_ASPECT / output_aspect, DEFAULT_BEZEL_SCALE.y);
|
|
|
|
vec2 cutout_coord = HSM_GetScaledCoord(VIEWPORT_COORD,
|
|
VIEWPORT_UNSCALED_COORD,
|
|
HSM_CUTOUT_ASPECT_MODE,
|
|
HSM_CUTOUT_EXPLICIT_ASPECT,
|
|
vec2(HSM_CUTOUT_POS_X, HSM_CUTOUT_POS_Y),
|
|
vec2(vec2(HSM_CUTOUT_SCALE * HSM_CUTOUT_SCALE_X, HSM_CUTOUT_SCALE) * cutout_base_scale_offset),
|
|
HSM_CUTOUT_FOLLOW_LAYER,
|
|
FOLLOW_MODE_SCALE_AND_POS,
|
|
HSM_CUTOUT_FOLLOW_FULL_USES_ZOOM,
|
|
FILL_MODE_STRETCH,
|
|
0,
|
|
0,
|
|
false,
|
|
temp_coord,
|
|
temp_scale);
|
|
|
|
CUTOUT_MASK = 1 - HSM_GetCornerMask(cutout_coord, TUBE_DIFFUSE_ASPECT, HSM_CUTOUT_CORNER_RADIUS, 0.8);
|
|
|
|
//-----------------------------------------------------------------------------------------
|
|
// Full Viewport Vignette
|
|
//-----------------------------------------------------------------------------------------
|
|
vec4 vignette_layer = vec4(0);
|
|
if (HSM_VIEWPORT_VIGNETTE_OPACITY > 0)
|
|
{
|
|
vec2 vignette_coord = HSM_GetScaledCoord(VIEWPORT_COORD,
|
|
VIEWPORT_UNSCALED_COORD,
|
|
TEXTURE_ASPECT_MODE_VIEWPORT,
|
|
1,
|
|
vec2(HSM_VIEWPORT_VIGNETTE_POS_X, HSM_VIEWPORT_VIGNETTE_POS_Y),
|
|
vec2(vec2(HSM_VIEWPORT_VIGNETTE_SCALE * HSM_VIEWPORT_VIGNETTE_SCALE_X, HSM_VIEWPORT_VIGNETTE_SCALE)),
|
|
HSM_VIEWPORT_VIGNETTE_FOLLOW_LAYER,
|
|
FOLLOW_MODE_SCALE_AND_POS,
|
|
FOLLOW_LAYER_VIEWPORT,
|
|
FILL_MODE_STRETCH,
|
|
0,
|
|
0,
|
|
false,
|
|
temp_coord,
|
|
temp_scale);
|
|
|
|
vignette_layer.a += 0.75 * HHLP_QuadraticBezier(1 - HSM_GetVignetteFactor(vignette_coord, HSM_VIEWPORT_VIGNETTE_OPACITY, 1), vec2(1, 0.5));
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------------------
|
|
// COMPOSITE ALL LAYERS
|
|
//-----------------------------------------------------------------------------------------
|
|
|
|
vec4 frag_color_linear = vec4(0);
|
|
|
|
int start_layer = 0;
|
|
int end_layer = int(MAX_LAYER_ORDER);
|
|
|
|
#ifdef LAYERS_OVER_CRT
|
|
start_layer = int(HSM_CRT_LAYER_ORDER);
|
|
end_layer = int(MAX_LAYER_ORDER);
|
|
#else
|
|
start_layer = 0;
|
|
end_layer = int(HSM_CRT_LAYER_ORDER - 1);
|
|
#endif
|
|
|
|
OUTSIDE_TUBE_MASK_FOR_IMAGE = 1 - HSM_GetCornerMask(tube_curved_coord_ctr * 1.003 + 0.5, TUBE_DIFFUSE_ASPECT, HSM_FRM_OUTER_CORNER_RADIUS, 1);
|
|
|
|
for(int i=start_layer; i <= end_layer; i++)
|
|
{
|
|
// BACKGROUND
|
|
if (HSM_BG_LAYER_ORDER == i)
|
|
frag_color_linear = BlendModeMaskLayerMix(frag_color_linear,
|
|
bg_image,
|
|
HSM_BG_BLEND_MODE,
|
|
HSM_BG_MASK_MODE,
|
|
HSM_BG_CUTOUT_MODE,
|
|
HSM_BG_DUALSCREEN_VIS_MODE,
|
|
HSM_BG_OPACITY);
|
|
|
|
// VIGNETTE
|
|
if (HSM_VIEWPORT_VIGNETTE_LAYER_ORDER == i)
|
|
frag_color_linear = BlendModeMaskLayerMix(frag_color_linear,
|
|
vignette_layer,
|
|
BLEND_MODE_NORMAL,
|
|
HSM_VIEWPORT_VIGNETTE_MASK_MODE,
|
|
HSM_VIEWPORT_VIGNETTE_CUTOUT_MODE,
|
|
SHOW_ON_DUALSCREEN_MODE_BOTH,
|
|
HSM_VIEWPORT_VIGNETTE_OPACITY);
|
|
// LED IMAGE
|
|
if (HSM_LED_LAYER_ORDER == i && HSM_LED_OPACITY > 0)
|
|
frag_color_linear = BlendModeMaskLayerMix(frag_color_linear,
|
|
led_image,
|
|
HSM_LED_BLEND_MODE,
|
|
HSM_LED_MASK_MODE,
|
|
HSM_LED_CUTOUT_MODE,
|
|
HSM_LED_DUALSCREEN_VIS_MODE,
|
|
HSM_LED_OPACITY);
|
|
|
|
// DEVICE IMAGE
|
|
if (HSM_DEVICE_LAYER_ORDER == i && HSM_DEVICE_OPACITY > 0)
|
|
frag_color_linear = BlendModeMaskLayerMix(frag_color_linear,
|
|
device_image,
|
|
HSM_DEVICE_BLEND_MODE,
|
|
HSM_DEVICE_MASK_MODE,
|
|
HSM_DEVICE_CUTOUT_MODE,
|
|
HSM_DEVICE_DUALSCREEN_VIS_MODE,
|
|
HSM_DEVICE_OPACITY);
|
|
|
|
// DEVICELED IMAGE
|
|
if (HSM_DEVICELED_LAYER_ORDER == i && HSM_DEVICELED_OPACITY > 0)
|
|
frag_color_linear = BlendModeMaskLayerMix(frag_color_linear,
|
|
deviceled_image,
|
|
HSM_DEVICELED_BLEND_MODE,
|
|
HSM_DEVICELED_MASK_MODE,
|
|
HSM_DEVICELED_CUTOUT_MODE,
|
|
HSM_DEVICELED_DUALSCREEN_VIS_MODE,
|
|
HSM_DEVICELED_OPACITY);
|
|
|
|
// DECAL IMAGE
|
|
if (HSM_DECAL_LAYER_ORDER == i && HSM_DECAL_OPACITY > 0)
|
|
frag_color_linear = BlendModeMaskLayerMix(frag_color_linear,
|
|
decal_image,
|
|
HSM_DECAL_BLEND_MODE,
|
|
HSM_DECAL_MASK_MODE,
|
|
HSM_DECAL_CUTOUT_MODE,
|
|
HSM_DECAL_DUALSCREEN_VIS_MODE,
|
|
HSM_DECAL_OPACITY);
|
|
|
|
// CABINET GLASS
|
|
if (HSM_CAB_GLASS_LAYER_ORDER == i && HSM_CAB_GLASS_OPACITY > 0)
|
|
frag_color_linear = BlendModeMaskLayerMix(frag_color_linear,
|
|
cab_glass_image,
|
|
HSM_CAB_GLASS_BLEND_MODE,
|
|
HSM_CAB_GLASS_MASK_MODE,
|
|
HSM_CAB_GLASS_CUTOUT_MODE,
|
|
HSM_CAB_GLASS_DUALSCREEN_VIS_MODE,
|
|
HSM_CAB_GLASS_OPACITY);
|
|
|
|
|
|
// Top Layer
|
|
if (HSM_TOP_LAYER_ORDER == i && HSM_TOP_OPACITY > 0)
|
|
frag_color_linear = BlendModeMaskLayerMix(frag_color_linear,
|
|
top_image,
|
|
HSM_TOP_BLEND_MODE,
|
|
HSM_TOP_MASK_MODE,
|
|
HSM_TOP_CUTOUT_MODE,
|
|
HSM_TOP_DUALSCREEN_VIS_MODE,
|
|
HSM_TOP_OPACITY);
|
|
}
|
|
|
|
#ifdef LAYERS_UNDER_CRT
|
|
|
|
// Add background behind tube
|
|
frag_color_linear = HSM_PreMultAlphaBlend(frag_color_linear, tube_bg_layer);
|
|
// GENERATED BEZEL LAYER
|
|
if (HSM_BZL_OPACITY > 0 || HSM_FRM_OPACITY > 0)
|
|
frag_color_linear = BlendModeMaskLayerMix(frag_color_linear,
|
|
bezel_layer,
|
|
HSM_BZL_BLEND_MODE,
|
|
MASK_MODE_ALL,
|
|
0,
|
|
SHOW_ON_DUALSCREEN_MODE_BOTH,
|
|
1);
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------------------
|
|
// MASK DEBUG DISPLAY
|
|
//-----------------------------------------------------------------------------------------
|
|
// Show a red overlay on the screen showing the mask for each mask mode
|
|
if (HSM_LAYERING_DEBUG_MASK_MODE != -1)
|
|
{
|
|
float debug_mask = 1;
|
|
if (HSM_LAYERING_DEBUG_MASK_MODE == -2)
|
|
debug_mask = CUTOUT_MASK;
|
|
else
|
|
debug_mask = GetMask(HSM_LAYERING_DEBUG_MASK_MODE);
|
|
|
|
frag_color_linear = HSM_PreMultAlphaBlend(frag_color_linear, vec4(1, 0, 0, 1) * 0.15 * debug_mask);
|
|
frag_color_linear = HSM_PreMultAlphaBlend(frag_color_linear, vec4(0.05, 0.05, 0.05, 1) * 0.15 * (1 - debug_mask));
|
|
frag_color_linear = clamp(frag_color_linear, 0, 1);
|
|
}
|
|
|
|
FragColor = frag_color_linear;
|
|
|
|
// If we have calculated an image then set -1 as a flag to show that we have
|
|
if (UNFLIPPED_VIEWPORT_COORD.x < (2 / global.OutputSize.x) && UNFLIPPED_VIEWPORT_COORD.y < (2 / global.OutputSize.y))
|
|
FragColor.a = -1;
|
|
|
|
return;
|
|
}
|