slang-shaders/bezel/Mega_Bezel/shaders/base/text.inc
2022-10-10 16:26:21 -04:00

636 lines
21 KiB
C++

/*
Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel
Copyright (C) 2019-2021 HyperspaceMadness - HyperspaceMadness@outlook.com
Incorporates much great feedback from the libretro forum, and thanks
to Hunterk who helped me get started
See more at the libretro forum
https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#pragma alias TextPass
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.00001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D TextPassFeedback;
#define PassFeedback TextPassFeedback
layout(set = 0, binding = 8) uniform sampler2D InfoCachePass;
layout(set = 0, binding = 9) uniform sampler2D InfoCachePassFeedback;
/*
Text code is from the Shadertoy "96-bit 8x12" Font by Flyguy
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#define MAX_INT_DIGITS 4
#define CHAR_SIZE vec2(6, 7)
#define CHAR_SPACING vec2(6, 11)
#define STRWIDTH(c) (c * CHAR_SPACING.x)
#define STRHEIGHT(c) (c * CHAR_SPACING.y)
#define DOWN_SCALE 2.0
/*
Top left pixel is the most significant bit.
Bottom right pixel is the least significant bit.
███ |
â–ˆ â–ˆ |
â–ˆ â–ˆ |
â–ˆ â–ˆ |
█████ |
â–ˆ â–ˆ |
â–ˆ â–ˆ |
011100
100010
100010
100010
111110
100010
100010
011100 (upper 21 bits)
100010 -> 011100 100010 100010 100 -> 935188
100010
100
010 (lower 21 bits)
111110 -> 010 111110 100010 100010 -> 780450
100010
100010
vec2(935188.0,780450.0)
*/
//Automatically generated from the sprite sheet here: http://uzebox.org/wiki/index.php?title=File:Font6x8.png
vec2 ch_spc = vec2(0.0,0.0);
vec2 ch_exc = vec2(276705.0,32776.0);
vec2 ch_quo = vec2(1797408.0,0.0);
vec2 ch_hsh = vec2(10738.0,1134484.0);
vec2 ch_dol = vec2(538883.0,19976.0);
vec2 ch_pct = vec2(1664033.0,68006.0);
vec2 ch_amp = vec2(545090.0,174362.0);
vec2 ch_apo = vec2(798848.0,0.0);
vec2 ch_lbr = vec2(270466.0,66568.0);
vec2 ch_rbr = vec2(528449.0,33296.0);
vec2 ch_ast = vec2(10471.0,1688832.0);
vec2 ch_crs = vec2(4167.0,1606144.0);
vec2 ch_per = vec2(0.0,1560.0);
vec2 ch_dsh = vec2(7.0,1572864.0);
vec2 ch_com = vec2(0.0,1544.0);
vec2 ch_lsl = vec2(1057.0,67584.0);
vec2 ch_0 = vec2(935221.0,731292.0);
vec2 ch_1 = vec2(274497.0,33308.0);
vec2 ch_2 = vec2(934929.0,1116222.0);
vec2 ch_3 = vec2(934931.0,1058972.0);
vec2 ch_4 = vec2(137380.0,1302788.0);
vec2 ch_5 = vec2(2048263.0,1058972.0);
vec2 ch_6 = vec2(401671.0,1190044.0);
vec2 ch_7 = vec2(2032673.0,66576.0);
vec2 ch_8 = vec2(935187.0,1190044.0);
vec2 ch_9 = vec2(935187.0,1581336.0);
vec2 ch_col = vec2(195.0,1560.0);
vec2 ch_scl = vec2(195.0,1544.0);
vec2 ch_les = vec2(135300.0,66052.0);
vec2 ch_equ = vec2(496.0,3968.0);
vec2 ch_grt = vec2(528416.0,541200.0);
vec2 ch_que = vec2(934929.0,1081352.0);
vec2 ch_ats = vec2(935285.0,714780.0);
vec2 ch_A = vec2(935188.0,780450.0);
vec2 ch_B = vec2(1983767.0,1190076.0);
vec2 ch_C = vec2(935172.0,133276.0);
vec2 ch_D = vec2(1983764.0,665788.0);
vec2 ch_E = vec2(2048263.0,1181758.0);
vec2 ch_F = vec2(2048263.0,1181728.0);
vec2 ch_G = vec2(935173.0,1714334.0);
vec2 ch_H = vec2(1131799.0,1714338.0);
vec2 ch_I = vec2(921665.0,33308.0);
vec2 ch_J = vec2(66576.0,665756.0);
vec2 ch_K = vec2(1132870.0,166178.0);
vec2 ch_L = vec2(1065220.0,133182.0);
vec2 ch_M = vec2(1142100.0,665762.0);
vec2 ch_N = vec2(1140052.0,1714338.0);
vec2 ch_O = vec2(935188.0,665756.0);
vec2 ch_P = vec2(1983767.0,1181728.0);
vec2 ch_Q = vec2(935188.0,698650.0);
vec2 ch_R = vec2(1983767.0,1198242.0);
vec2 ch_S = vec2(935171.0,1058972.0);
vec2 ch_T = vec2(2035777.0,33288.0);
vec2 ch_U = vec2(1131796.0,665756.0);
vec2 ch_V = vec2(1131796.0,664840.0);
vec2 ch_W = vec2(1131861.0,699028.0);
vec2 ch_X = vec2(1131681.0,84130.0);
vec2 ch_Y = vec2(1131794.0,1081864.0);
vec2 ch_Z = vec2(1968194.0,133180.0);
vec2 ch_lsb = vec2(925826.0,66588.0);
vec2 ch_rsl = vec2(16513.0,16512.0);
vec2 ch_rsb = vec2(919584.0,1065244.0);
vec2 ch_pow = vec2(272656.0,0.0);
vec2 ch_usc = vec2(0.0,62.0);
vec2 ch_a = vec2(224.0,649374.0);
vec2 ch_b = vec2(1065444.0,665788.0);
vec2 ch_c = vec2(228.0,657564.0);
vec2 ch_d = vec2(66804.0,665758.0);
vec2 ch_e = vec2(228.0,772124.0);
vec2 ch_f = vec2(401543.0,1115152.0);
vec2 ch_g = vec2(244.0,665474.0);
vec2 ch_h = vec2(1065444.0,665762.0);
vec2 ch_i = vec2(262209.0,33292.0);
vec2 ch_j = vec2(131168.0,1066252.0);
vec2 ch_k = vec2(1065253.0,199204.0);
vec2 ch_l = vec2(266305.0,33292.0);
vec2 ch_m = vec2(421.0,698530.0);
vec2 ch_n = vec2(452.0,1198372.0);
vec2 ch_o = vec2(228.0,665756.0);
vec2 ch_p = vec2(484.0,667424.0);
vec2 ch_q = vec2(244.0,665474.0);
vec2 ch_r = vec2(354.0,590904.0);
vec2 ch_s = vec2(228.0,114844.0);
vec2 ch_t = vec2(8674.0,66824.0);
vec2 ch_u = vec2(292.0,1198868.0);
vec2 ch_v = vec2(276.0,664840.0);
vec2 ch_w = vec2(276.0,700308.0);
vec2 ch_x = vec2(292.0,1149220.0);
vec2 ch_y = vec2(292.0,1163824.0);
vec2 ch_z = vec2(480.0,1148988.0);
vec2 ch_lpa = vec2(401542.0,66572.0);
vec2 ch_bar = vec2(266304.0,33288.0);
vec2 ch_rpa = vec2(788512.0,1589528.0);
vec2 ch_tid = vec2(675840.0,0.0);
vec2 ch_lar = vec2(8387.0,1147904.0);
float TEXT_MASK = 0;
vec2 CUR_UV = vec2(0);
#define _spc TEXT_MASK += char(ch_spc, CUR_UV);
#define _exc TEXT_MASK += char(ch_exc, CUR_UV);
#define _quo TEXT_MASK += char(ch_quo, CUR_UV);
#define _hsh TEXT_MASK += char(ch_hsh, CUR_UV);
#define _dol TEXT_MASK += char(ch_dol, CUR_UV);
#define _pct TEXT_MASK += char(ch_pct, CUR_UV);
#define _amp TEXT_MASK += char(ch_amp, CUR_UV);
#define _apo TEXT_MASK += char(ch_apo, CUR_UV);
#define _lbr TEXT_MASK += char(ch_lbr, CUR_UV);
#define _rbr TEXT_MASK += char(ch_rbr, CUR_UV);
#define _ast TEXT_MASK += char(ch_ast, CUR_UV);
#define _crs TEXT_MASK += char(ch_crs, CUR_UV);
#define _per TEXT_MASK += char(ch_per, CUR_UV);
#define _dsh TEXT_MASK += char(ch_dsh, CUR_UV);
#define _com TEXT_MASK += char(ch_com, CUR_UV);
#define _lsl TEXT_MASK += char(ch_lsl, CUR_UV);
#define _0 TEXT_MASK += char(ch_0, CUR_UV);
#define _1 TEXT_MASK += char(ch_1, CUR_UV);
#define _2 TEXT_MASK += char(ch_2, CUR_UV);
#define _3 TEXT_MASK += char(ch_3, CUR_UV);
#define _4 TEXT_MASK += char(ch_4, CUR_UV);
#define _5 TEXT_MASK += char(ch_5, CUR_UV);
#define _6 TEXT_MASK += char(ch_6, CUR_UV);
#define _7 TEXT_MASK += char(ch_7, CUR_UV);
#define _8 TEXT_MASK += char(ch_8, CUR_UV);
#define _9 TEXT_MASK += char(ch_9, CUR_UV);
#define _col TEXT_MASK += char(ch_col, CUR_UV);
#define _scl TEXT_MASK += char(ch_scl, CUR_UV);
#define _les TEXT_MASK += char(ch_les, CUR_UV);
#define _equ TEXT_MASK += char(ch_equ, CUR_UV);
#define _grt TEXT_MASK += char(ch_grt, CUR_UV);
#define _que TEXT_MASK += char(ch_que, CUR_UV);
#define _ats TEXT_MASK += char(ch_ats, CUR_UV);
#define _A TEXT_MASK += char(ch_A, CUR_UV);
#define _B TEXT_MASK += char(ch_B, CUR_UV);
#define _C TEXT_MASK += char(ch_C, CUR_UV);
#define _D TEXT_MASK += char(ch_D, CUR_UV);
#define _E TEXT_MASK += char(ch_E, CUR_UV);
#define _F TEXT_MASK += char(ch_F, CUR_UV);
#define _G TEXT_MASK += char(ch_G, CUR_UV);
#define _H TEXT_MASK += char(ch_H, CUR_UV);
#define _I TEXT_MASK += char(ch_I, CUR_UV);
#define _J TEXT_MASK += char(ch_J, CUR_UV);
#define _K TEXT_MASK += char(ch_K, CUR_UV);
#define _L TEXT_MASK += char(ch_L, CUR_UV);
#define _M TEXT_MASK += char(ch_M, CUR_UV);
#define _N TEXT_MASK += char(ch_N, CUR_UV);
#define _O TEXT_MASK += char(ch_O, CUR_UV);
#define _P TEXT_MASK += char(ch_P, CUR_UV);
#define _Q TEXT_MASK += char(ch_Q, CUR_UV);
#define _R TEXT_MASK += char(ch_R, CUR_UV);
#define _S TEXT_MASK += char(ch_S, CUR_UV);
#define _T TEXT_MASK += char(ch_T, CUR_UV);
#define _U TEXT_MASK += char(ch_U, CUR_UV);
#define _V TEXT_MASK += char(ch_V, CUR_UV);
#define _W TEXT_MASK += char(ch_W, CUR_UV);
#define _X TEXT_MASK += char(ch_X, CUR_UV);
#define _Y TEXT_MASK += char(ch_Y, CUR_UV);
#define _Z TEXT_MASK += char(ch_Z, CUR_UV);
#define _lsb TEXT_MASK += char(ch_lsb, CUR_UV);
#define _rsl TEXT_MASK += char(ch_rsl, CUR_UV);
#define _rsb TEXT_MASK += char(ch_rsb, CUR_UV);
#define _pow TEXT_MASK += char(ch_pow, CUR_UV);
#define _usc TEXT_MASK += char(ch_usc, CUR_UV);
#define _a TEXT_MASK += char(ch_a, CUR_UV);
#define _b TEXT_MASK += char(ch_b, CUR_UV);
#define _c TEXT_MASK += char(ch_c, CUR_UV);
#define _d TEXT_MASK += char(ch_d, CUR_UV);
#define _e TEXT_MASK += char(ch_e, CUR_UV);
#define _f TEXT_MASK += char(ch_f, CUR_UV);
#define _g TEXT_MASK += char(ch_g, CUR_UV);
#define _h TEXT_MASK += char(ch_h, CUR_UV);
#define _i TEXT_MASK += char(ch_i, CUR_UV);
#define _j TEXT_MASK += char(ch_j, CUR_UV);
#define _k TEXT_MASK += char(ch_k, CUR_UV);
#define _l TEXT_MASK += char(ch_l, CUR_UV);
#define _m TEXT_MASK += char(ch_m, CUR_UV);
#define _n TEXT_MASK += char(ch_n, CUR_UV);
#define _o TEXT_MASK += char(ch_o, CUR_UV);
#define _p TEXT_MASK += char(ch_p, CUR_UV);
#define _q TEXT_MASK += char(ch_q, CUR_UV);
#define _r TEXT_MASK += char(ch_r, CUR_UV);
#define _s TEXT_MASK += char(ch_s, CUR_UV);
#define _t TEXT_MASK += char(ch_t, CUR_UV);
#define _u TEXT_MASK += char(ch_u, CUR_UV);
#define _v TEXT_MASK += char(ch_v, CUR_UV);
#define _w TEXT_MASK += char(ch_w, CUR_UV);
#define _x TEXT_MASK += char(ch_x, CUR_UV);
#define _y TEXT_MASK += char(ch_y, CUR_UV);
#define _z TEXT_MASK += char(ch_z, CUR_UV);
#define _lpa TEXT_MASK += char(ch_lpa, CUR_UV);
#define _bar TEXT_MASK += char(ch_bar, CUR_UV);
#define _rpa TEXT_MASK += char(ch_rpa, CUR_UV);
#define _tid TEXT_MASK += char(ch_tid, CUR_UV);
#define _lar TEXT_MASK += char(ch_lar, CUR_UV);
vec2 res;
vec2 print_pos = vec2(0);
//Extracts bit b from the given number.
//Shifts bits right (num / 2^bit) then ANDs the result with 1 (mod(result,2.0)).
float extract_bit(float n, float b)
{
b = clamp(b,-1.0,22.0); //Fixes small artefacts on my nexus 7
return floor(mod(floor(n / pow(2.0,floor(b))),2.0));
}
//Returns the pixel at uv in the given bit-packed sprite.
float sprite(vec2 spr, vec2 size, vec2 uv)
{
uv = floor(uv);
//Calculate the bit to extract (x + y * width) (flipped on x-axis)
float bit = (size.x-uv.x-1.0) + uv.y * size.x;
//Clipping bound to remove garbage outside the sprite's boundaries.
bool bounds = all(greaterThanEqual(uv,vec2(0)));
bounds = bounds && all(lessThan(uv,size));
return bounds ? extract_bit(spr.x, bit - 21.0)+extract_bit(spr.y, bit) : 0.0;
}
//Prints a character and moves the print position forward by 1 character width.
float char(vec2 ch, vec2 uv)
{
float px = sprite(ch, CHAR_SIZE, uv - print_pos);
print_pos.x += CHAR_SPACING.x;
return px;
}
//Returns the digit sprite for the given number.
vec2 get_digit(float d)
{
d = floor(d);
if(d == 0.0) return ch_0;
if(d == 1.0) return ch_1;
if(d == 2.0) return ch_2;
if(d == 3.0) return ch_3;
if(d == 4.0) return ch_4;
if(d == 5.0) return ch_5;
if(d == 6.0) return ch_6;
if(d == 7.0) return ch_7;
if(d == 8.0) return ch_8;
if(d == 9.0) return ch_9;
return vec2(0.0);
}
//Prints out the given number starting at pos.
float print_number(float number,vec2 pos, vec2 uv)
{
vec2 dec_pos = pos;
float result = 0.0;
for(int i = 3;i >= -2;i--)
{
float clip = float(abs(number) > pow(10.0, float(i)) || i == 0); //Clip off leading zeros.
float digit = mod(number / pow(10.0, float(i)),10.0);
if(i == -1)
{
result += sprite(ch_per,CHAR_SIZE, uv - dec_pos) * clip;
dec_pos.x += CHAR_SPACING.x * clip;
}
result += sprite(get_digit(digit),CHAR_SIZE, uv - dec_pos) * clip;
dec_pos.x += CHAR_SPACING.x * clip;
}
return result;
}
float print_integer(float number, int zeros, vec2 uv)
{
float result = 0.0;
for(int i = MAX_INT_DIGITS;i >= 0;i--)
{
float digit = mod( number / pow(10.0, float(i)) , 10.0);
if(abs(number) > pow(10.0, float(i)) || zeros > i || i == 0) //Clip off leading zeros.
{
result += char(get_digit(digit), uv);
}
}
return result;
}
#define eps 1e-3
float DrawResolutions(vec2 uv, vec2 viewport_size, vec2 screen_size, vec2 derezed_size, vec2 negative_crop_added_size, vec2 cropped_original_size, vec2 sampling_res, vec2 int_mult)
{
float col = 0.0;
float current_line_index = 0;
float margin = STRHEIGHT(1);
//Resolution Text
print_pos = vec2(margin, 0);
// Line 14 Viewport Resolution ----------------------------------------------------
print_pos.x = margin;
print_pos.y += STRHEIGHT(1);
TEXT_MASK = 0;
CUR_UV = uv;
_V _i _e _w _p _o _r _t _spc _dsh _dsh _dsh _dsh _dsh _dsh _spc
TEXT_MASK += print_integer(viewport_size.x, 0, uv);
_spc _x _spc
TEXT_MASK += print_integer(viewport_size.y, 0, uv);
// Line 13 Screen Resolution ----------------------------------------------------------
print_pos.x = margin;
print_pos.y += STRHEIGHT(1);
_S _c _r _e _e _n _spc _dsh _dsh _dsh _dsh _dsh _dsh _dsh _dsh _spc
TEXT_MASK += print_integer(screen_size.x, 0, uv);
_spc _x _spc
TEXT_MASK += print_integer(screen_size.y, 0, uv);
// Line 12 Final Aspect Ratio ----------------------------------------------------------
print_pos.x = margin;
print_pos.y += STRHEIGHT(1);
_F _i _n _a _l _spc _A _s _p _e _c _t _spc _dsh _dsh _spc
TEXT_MASK += print_number(screen_size.x/screen_size.y > 1 ? screen_size.x/screen_size.y : screen_size.y/screen_size.x, print_pos, uv);
// Line 11 Non-Int Scale Percent ----------------------------------------------------------
print_pos.x = margin;
print_pos.y += STRHEIGHT(1);
_N _o _n _spc _I _n _t _spc _S _c _l _spc _pct _dsh _dsh _spc
TEXT_MASK += print_number(screen_size.y / viewport_size.y * 100, print_pos, uv);
// Line 10 Int Scale Vertical ----------------------------------------------------------
print_pos.x = margin;
print_pos.y += STRHEIGHT(1);
_I _n _t _spc _S _c _l _spc _V _e _r _t _spc _dsh _dsh _spc
if (fract(int_mult.y) < 0.01 || fract(int_mult.y) > 0.99)
TEXT_MASK += print_number(int_mult.y, print_pos, uv);
else
TEXT_MASK += print_number(int_mult.y, print_pos, uv);
// Line 09 Int Scale Horizontal ----------------------------------------------------------
print_pos.x = margin;
print_pos.y += STRHEIGHT(1);
_I _n _t _spc _S _c _l _spc _H _o _r _z _spc _dsh _dsh _spc
if (fract(int_mult.x) < 0.01 || fract(int_mult.x) > 0.99)
TEXT_MASK += print_number(int_mult.x, print_pos, uv);
else
TEXT_MASK += print_number(int_mult.x, print_pos, uv);
// Line 08 Sampling Resolution ----------------------------------------------------------
if (cropped_original_size.x != sampling_res.x || cropped_original_size.y != sampling_res.y)
{
print_pos.x = margin;
print_pos.y += STRHEIGHT(1);
_S _a _m _p _l _i _n _g _spc _R _e _s _spc _dsh _dsh _spc
TEXT_MASK += print_integer(sampling_res.x, 0, uv);
_spc _x _spc
TEXT_MASK += print_integer(sampling_res.y, 0, uv);
}
// Line 07 CROPPED Resolution ----------------------------------------------------------
if (cropped_original_size.x != ROTATED_CORE_PREPPED_SIZE.x || cropped_original_size.y != ROTATED_CORE_PREPPED_SIZE.y)
{
print_pos.x = margin;
print_pos.y += STRHEIGHT(1);
_C _r _o _p _p _e _d _spc _dsh _dsh _dsh _dsh _dsh _dsh _dsh _spc
TEXT_MASK += print_integer(cropped_original_size.x, 0, uv);
_spc _x _spc
TEXT_MASK += print_integer(cropped_original_size.y, 0, uv);
}
// Line 06 Negative Crop Resolution ----------------------------------------------------------
if (derezed_size.x != ROTATED_CORE_PREPPED_SIZE.x || derezed_size.y != ROTATED_CORE_PREPPED_SIZE.y)
{
print_pos.x = margin;
print_pos.y += STRHEIGHT(1);
_N _e _g _dsh _C _r _o _p _spc _A _d _d _spc _dsh _dsh _spc
TEXT_MASK += print_integer(ROTATED_CORE_PREPPED_SIZE.x, 0, uv);
_spc _x _spc
TEXT_MASK += print_integer(ROTATED_CORE_PREPPED_SIZE.y, 0, uv);
}
// Line 05 DEREZ Resolution ----------------------------------------------------------
if (derezed_size.x != ROTATED_CORE_ORIGINAL_SIZE.x || derezed_size.y != ROTATED_CORE_ORIGINAL_SIZE.y)
{
print_pos.x = margin;
print_pos.y += STRHEIGHT(1);
_D _e _r _e _z _e _d _spc _dsh _dsh _dsh _dsh _dsh _dsh _dsh _spc
TEXT_MASK += print_integer(derezed_size.x, 0, uv);
_spc _x _spc
TEXT_MASK += print_integer(derezed_size.y, 0, uv);
}
// Line 04 CORE Resolution ----------------------------------------------------------
print_pos.x = margin;
print_pos.y += STRHEIGHT(1);
_C _o _r _e _spc _dsh _dsh _dsh _dsh _dsh _dsh _dsh _dsh _dsh _dsh _spc
TEXT_MASK += print_integer(ROTATED_CORE_ORIGINAL_SIZE.x, 0, uv);
_spc _x _spc
TEXT_MASK += print_integer(ROTATED_CORE_ORIGINAL_SIZE.y, 0, uv);
// Line 03 Preset Type ----------------------------------------------------------
print_pos.x = margin;
print_pos.y += STRHEIGHT(2);
#ifdef IS_ADV_PRESET
_A _D _V _A _N _C _E _D
#endif
#ifdef IS_STD_PRESET
_S _T _A _N _D _A _R _D
#endif
#ifdef IS_GLASS_PRESET
_spc _G _L _A _S _S
#endif
#ifdef IS_NO_REFLECT_PRESET
_spc _N _O _spc _R _E _F _L _E _C _T
#endif
#ifdef IS_POTATO_PRESET
_P _O _T _A _T _O
#endif
// Line 02 Version ----------------------------------------------------------
print_pos.x = margin;
print_pos.y += STRHEIGHT(1);
// Version
_1 _per _4 _per _3 _spc
// Date
_2 _0 _2 _2 _dsh _1 _0 _dsh _0 _9
// Line 01 Title ----------------------------------------------------------
print_pos.x = margin;
print_pos.y += STRHEIGHT(1);
_M _E _G _A _spc _B _E _Z _E _L _spc
return TEXT_MASK;
}
vec2 GetScreenSize(vec2 screen_scale)
{
vec2 screen_size = global.FinalViewportSize.xy * screen_scale;
// Round this so we get proper integers
screen_size = vec2(ceil(screen_size.x), ceil(screen_size.y));
return screen_size;
}
vec2 GetIntegerScaleMult(vec2 screen_size, vec2 cropped_size)
{
float epsilon = 0.002;
vec2 integer_scale = screen_size / cropped_size;
integer_scale = vec2(fract(integer_scale.x + 0.001) < epsilon ? round(integer_scale.x) : integer_scale.x,
fract(integer_scale.y + 0.001) < epsilon ? round(integer_scale.y) : integer_scale.y);
return integer_scale;
}
float GetText(vec2 in_coord)
{
in_coord.x = HSM_FLIP_VIEWPORT_HORIZONTAL * HSM_FLIP_CORE_HORIZONTAL * (in_coord.x - 0.5) + 0.5;
in_coord.y = HSM_FLIP_VIEWPORT_VERTICAL * HSM_FLIP_CORE_VERTICAL * (in_coord.y - 0.5) + 0.5;
vec2 screen_size = GetScreenSize(SCREEN_SCALE);
vec2 int_mult = GetIntegerScaleMult(screen_size, CROPPED_ROTATED_SIZE);
vec2 canvas_size = global.DerezedPassSize.xy;
in_coord = (in_coord - 0.5) * vec2(1, -1) + 0.5;
float downscale = 1;
if (canvas_size.y > 460) downscale = 2;
if (canvas_size.y > 1000) downscale = 3;
vec2 uv = global.OutputSize.xy * in_coord;
vec2 downscaled_uv = floor(global.OutputSize.xy * in_coord / downscale);
float pixel = DrawResolutions(downscaled_uv, global.FinalViewportSize.xy, screen_size, ROTATED_DEREZED_SIZE, ROTATED_CORE_PREPPED_SIZE, CROPPED_ROTATED_SIZE, CROPPED_ROTATED_SIZE_WITH_RES_MULT, int_mult);
vec3 col = vec3(1);
pixel *= (1 - distance(mod(uv, vec2(1.0)), vec2(0.65))) * 1.2;
col *= mix(vec3(0), vec3(1, 1, 1), pixel);
return col.r;
}
void main()
{
vec2 UNFLIPPED_VIEWPORT_COORD = vTexCoord;
vec2 VIEWPORT_COORD = vTexCoord;
HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
// vec4 feedback_color_test = texture(PassFeedback, vec2(0,0));
if (!CACHE_INFO_CHANGED)
{
FragColor = texture(PassFeedback, UNFLIPPED_VIEWPORT_COORD);
return;
}
// Flip the coordinate vertically if desired
VIEWPORT_COORD.y = HSM_FLIP_VIEWPORT_VERTICAL * HSM_FLIP_CORE_VERTICAL * (VIEWPORT_COORD.y - 0.5) + 0.5;
VIEWPORT_COORD.x = HSM_FLIP_VIEWPORT_HORIZONTAL * HSM_FLIP_CORE_HORIZONTAL * (VIEWPORT_COORD.x - 0.5) + 0.5;
//////// Draw text to show resolutions //////////
FragColor = vec4(GetText(VIEWPORT_COORD - vec2(MAX_NEGATIVE_CROP, -MAX_NEGATIVE_CROP)));
}