mirror of
https://github.com/italicsjenga/slang-shaders.git
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274 lines
9.1 KiB
Plaintext
274 lines
9.1 KiB
Plaintext
#version 450
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/* This pass simulates the presence of a led strip placed on the back of the virtual screen */
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#include "config.inc"
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#include "includes/functions.include.slang"
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#define PastSampler ambi_temporal_passFeedback
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#define smp_internalness 0.07 //The distance between the screen border and the color sampling point
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#define leds_per_strip 8 //How many leds per border
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#define radius 0.001 //The base radius of the emitted light (tuned by user parameter later)
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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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layout(location = 1) out float vLedBorder_min;
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layout(location = 2) out float vLedBorder_max;
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layout(location = 3) out float vLed_step;
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layout(location = 4) out float lod;
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layout(location = 5) out vec2 pre_pass_coords;
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layout(location = 6) out float vIs_rotated;
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layout(location = 8) out float vAMBI_POWER;
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layout(location = 9) out float vSmpBorder_min;
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layout(location = 10) out float vSmpBorder_max;
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layout(location = 11) out float vSmp_step;
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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//Min/Max points to sample colors:
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vSmpBorder_min = smp_internalness;
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vSmpBorder_max = 1.0-smp_internalness;
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//Move virtual leds position inside to compensate for widen effect
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float led_internalness = AMBI_INT_OFFSET + (AMBI_STRETCH *0.025);
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//less internalness when using bezel:
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led_internalness -= 0.07 * DO_BEZEL;
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//led_internalness = -0.18 ;
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//Min/Max points to show Leds;
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vLedBorder_min=led_internalness;
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vLedBorder_max=1.0-led_internalness;
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vLed_step = (vLedBorder_max - vLedBorder_min) / (leds_per_strip-1);
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vSmp_step = (vSmpBorder_max - vSmpBorder_min) / (leds_per_strip-1);
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//Calc a lod for a texture sized led_strip x led_strip
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lod = log2(global.flick_and_noise_passSize.y / leds_per_strip);
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//Scale to the original aspect
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float in_aspect = get_in_aspect();
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bool isrotated = is_rotated();
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vIs_rotated = float(isrotated);
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if ( need_NO_integer_scale() )
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pre_pass_coords = get_scaled_coords_aspect(TexCoord,global.FinalViewportSize, in_aspect, isrotated) + vec2(0.00001);
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else
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pre_pass_coords = integer_scale(TexCoord, in_aspect, isrotated, GAME_GEOM_INT_SCALE-1.0 ) ;
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if (DO_GLOBAL_SHZO >0.5)
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pre_pass_coords = zoom(pre_pass_coords + vec2(-GLOBAL_OFFX, -GLOBAL_OFFY), GLOBAL_ZOOM );
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if (DO_GAME_GEOM_OVERRIDE > 0.5)
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pre_pass_coords = content_geom_override(pre_pass_coords, GAME_GEOM_ASPECT, get_in_aspect(), GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM);
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if (DO_BEZEL > 0.5)
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pre_pass_coords = zoomout_coords(pre_pass_coords, -get_BEZEL_INNER_ZOOM() , 1.0);
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//Every cycle counts!
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vAMBI_POWER = AMBI_POWER -1;
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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 = 1) in float vLedBorder_min;
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layout(location = 2) in float vLedBorder_max;
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layout(location = 3) in float vLed_step;
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layout(location = 4) in float lod;
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layout(location = 5) in vec2 pre_pass_coords;
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layout(location = 6) in float vIs_rotated;
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layout(location = 8) in float vAMBI_POWER;
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layout(location = 9) in float vSmpBorder_min;
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layout(location = 10) in float vSmpBorder_max;
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layout(location = 11) in float vSmp_step;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D PastSampler;
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layout(set = 0, binding = 2) uniform sampler2D avglum_pass;
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layout(set = 0, binding = 3) uniform sampler2D avglum_passFeedback;
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layout(set = 0, binding = 4) uniform sampler2D flick_and_noise_pass;
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vec3 ambi_push_pass(vec2 coords, float f_lod) {
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vec3 pixel_out = textureLod(flick_and_noise_pass, coords, f_lod).rgb;
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pixel_out = pow(pixel_out, vec3(AMBI_GAMMA) );
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pixel_out = pixel_push_luminance(pixel_out, vAMBI_POWER);
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return pixel_out;
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}
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float fcircle_smooth(vec2 coords, vec2 middle, float f_radius, float FALLOFF) {
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float fdistance = distance(middle, vec2(coords.x, coords.y));
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return (1-smoothstep(f_radius-FALLOFF, f_radius+FALLOFF, fdistance));
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}
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#define tol_start 0.08 //skip tolerance
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#define tol_end 1-tol_start
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vec3 ambi_pre_pass(vec2 coords) {
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if (DO_TILT == 1.0)
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coords = tilt(coords, vIs_rotated, vec2(TILT_X, TILT_Y));
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//Skip coords in the rect "under the tube"
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if (coords.x > tol_start &&
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coords.x < tol_end &&
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coords.y > tol_start &&
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coords.y < tol_end)
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return vec3(0.0);
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//Stretch the lights?
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float z1=distance(vec2(0.5,0.5), coords);
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vec2 zoomed_coords = zoomxy(coords, vec2(1+z1));
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coords = mix(coords, zoomed_coords, AMBI_STRETCH*0.5);
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float lAMBI_FALLOFF = AMBI_FALLOFF + (z1 * AMBI_STRETCH*0.5);
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//Finally, emulate leds.
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vec3 pixel_out = vec3(0.0);
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vec2 smp_point; //The coords where the source color is sampled
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vec2 led_point; //The coords where the led is shown
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//LEFT strip
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led_point = vec2(vLedBorder_min);
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smp_point = vec2(vSmpBorder_min);
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for (int i=1 ; i <= leds_per_strip ; i++) {
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float circle_shape = fcircle_smooth(coords, led_point, radius, lAMBI_FALLOFF);
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vec3 circle_color = ambi_push_pass(smp_point, lod);
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pixel_out += circle_shape * circle_color;
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led_point.y += vLed_step;
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smp_point.y += vSmp_step;
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}
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//RIGHT strip
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led_point = vec2(vLedBorder_max, vLedBorder_min);
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smp_point = vec2(vSmpBorder_max, vSmpBorder_min);
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for (int i=1 ; i <= leds_per_strip ; i++) {
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float circle_shape = fcircle_smooth(coords, led_point, radius, lAMBI_FALLOFF);
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vec3 circle_color = ambi_push_pass(smp_point, lod);
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pixel_out += circle_shape * circle_color;
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led_point.y += vLed_step;
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smp_point.y += vSmp_step;
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}
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//TOP strip
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led_point = vec2(vLedBorder_min + vLed_step, vLedBorder_min);
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smp_point = vec2(vSmpBorder_min + vSmp_step, vSmpBorder_min);
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for (int i=1 ; i <= leds_per_strip-2 ; i++) {
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float circle_shape = fcircle_smooth(coords, led_point, radius, lAMBI_FALLOFF);
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vec3 circle_color = ambi_push_pass(smp_point, lod);
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pixel_out += circle_shape * circle_color;
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led_point.x += vLed_step;
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smp_point.x += vSmp_step;
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}
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//BOTTOM strip
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led_point = vec2(vLedBorder_min + vLed_step, vLedBorder_max);
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smp_point = vec2(vSmpBorder_min + vSmp_step, vSmpBorder_max);
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for (int i=1 ; i <= leds_per_strip-2 ; i++) {
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float circle_shape = fcircle_smooth(coords, led_point, radius, lAMBI_FALLOFF);
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vec3 circle_color = ambi_push_pass(smp_point, lod);
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pixel_out += circle_shape * circle_color;
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led_point.x += vLed_step;
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smp_point.x += vSmp_step;
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}
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//pixel_out = pow(pixel_out, 1/vec3(AMBI_GAMMA));
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return pow(pixel_out, 1/vec3(1+AMBI_STRETCH));
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}
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#define MAX_STEPS AMBI_STEPS
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float ambi_step(float start, float end, float mystep) {
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float diff = start-end;
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if (abs(diff) < mystep) return end;
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//Does not worth to try to unbranch:
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if (start >= end)
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return start - mystep;
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else
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return start + mystep;
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}
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vec3 ambi_step_rgb(vec3 s,vec3 d, vec3 mystep){
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//step fade from s to d
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return vec3 ( ambi_step(s.r, d.r, mystep.r),
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ambi_step(s.g, d.g, mystep.g),
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ambi_step(s.b, d.b, mystep.b)
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);
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}
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vec4 pixel_ambilight(vec2 local_pre_pass_coords) {
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vec4 past_pixel_vec4 = texture(PastSampler, vTexCoord);
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vec3 present_pixel = ambi_pre_pass(local_pre_pass_coords).rgb;
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vec3 past_pixel = past_pixel_vec4.rgb;
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float scene_change_remaining = past_pixel_vec4.a;
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float past_avg_lum = texture(avglum_passFeedback,vec2(0.25,0.25)).a;
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float present_avg_lum = texture(avglum_pass ,vec2(0.25,0.25)).a;
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float diff_avg_lum = abs(past_avg_lum - present_avg_lum);
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if (diff_avg_lum >= AMBI_SCENE_CHG_THRSHLD) {
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scene_change_remaining = 1/AMBI_FAST_STEP;
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}
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// Are we changing scene?
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vec3 mystep;
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if (scene_change_remaining > 0.0) {
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mystep = vec3(max(1.0/MAX_STEPS, AMBI_FAST_STEP)); // <- Never slow down fades due to fast step when changing scene
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scene_change_remaining -= AMBI_FAST_STEP;
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} else {
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mystep = abs((past_pixel - present_pixel) / MAX_STEPS); //OK
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}
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return vec4(ambi_step_rgb(past_pixel, present_pixel, mystep), scene_change_remaining);
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}
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//3.0 makes scene detection not working.
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#define FRAME_DIVIDER 2.0
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void main() {
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if (DO_AMBILIGHT != 1.0)
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return;
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//Nvidia + flycast core + glcore goes crazy with modulo operation and instead of returning 0,1,2 0,1,2 they returns 1,2,3 1,2,3 and so on.
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//Don't check for != 0.0 here, but use != 1.0.
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//Also this particular bug does not seem to happen in the last pass.
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if ( mod(params.FrameCount, FRAME_DIVIDER) != 1.0) {
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vec4 past_sampler = texture(PastSampler, vTexCoord);
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past_sampler = max(past_sampler, 0.0); // <- Sanitize input to avoid glitches when enabling the option runtime.
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FragColor = past_sampler;
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return;
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}
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FragColor = pixel_ambilight(pre_pass_coords);
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}
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