mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
338 lines
11 KiB
SourcePawn
338 lines
11 KiB
SourcePawn
/*
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Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel
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Copyright (C) 2019-2022 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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// Returns 1 for vertical split, 2 for horizontal split
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float HSM_GetCoreImageSplitDirection()
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{
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float core_image_split_direction = 1;
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if (HSM_DUALSCREEN_CORE_IMAGE_SPLIT_MODE == 0)
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{
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if (HSM_DUALSCREEN_MODE == 1)
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core_image_split_direction = 1;
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if (HSM_DUALSCREEN_MODE == 2)
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core_image_split_direction = 2;
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}
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else
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{
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core_image_split_direction = HSM_DUALSCREEN_CORE_IMAGE_SPLIT_MODE;
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}
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return core_image_split_direction;
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}
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vec2 HSM_GetCoordWithPositionOffset(vec2 in_coord, vec2 position_offset)
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{
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return in_coord - position_offset;
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}
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vec2 HSM_GetInverseScaledCoord(vec2 in_coord, vec2 in_scale)
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{
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vec2 middle = vec2(0.49999, 0.49999);
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vec2 diff = in_coord.xy - middle;
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vec2 screen_inverse_scale = 1.0 / in_scale;
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vec2 scaled_coord = middle + diff * screen_inverse_scale;
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return scaled_coord;
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}
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vec2 HSM_GetVTexCoordWithArgs(vec2 in_coord, vec2 in_scale, vec2 position_offset)
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{
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return HSM_GetInverseScaledCoord(HSM_GetCoordWithPositionOffset(in_coord, position_offset), in_scale);
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}
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// Rows and Columns are 1 based
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vec4 HSM_GetCacheSampleRange(float column_index, float row_index)
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{
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float num_rows = 8;
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float num_columns = 8;
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float range_width = 1 / num_columns;
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float range_height = 1 / num_rows;
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float zero_based_row_index = row_index - 1;
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float zero_based_column_index = column_index - 1;
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vec4 out_sample_range = vec4(0);
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out_sample_range.x = zero_based_column_index * range_width;
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out_sample_range.y = zero_based_row_index * range_height;
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out_sample_range.z = out_sample_range.x + range_width;
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out_sample_range.w = out_sample_range.y + range_height;
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return out_sample_range;
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}
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vec2 HSM_GetCacheSampleCoord(float column_index, float row_index)
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{
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float num_rows = 8;
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float num_columns = 8;
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float range_width = 1 / num_columns;
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float range_height = 1 / num_rows;
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vec4 sample_range = HSM_GetCacheSampleRange(column_index, row_index);
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return vec2(sample_range.x + range_width/2, sample_range.y + range_height/2);
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}
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vec2 HSM_GetViewportCoordWithFlip(vec2 viewport_coord)
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{
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vec2 out_coord = viewport_coord;
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// out_coord.y = HSM_FLIP_VIEWPORT_VERTICAL * (out_coord.y - 0.5) + 0.5;
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// out_coord.x = HSM_FLIP_VIEWPORT_HORIZONTAL * (out_coord.x - 0.5) + 0.5;
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if (HSM_FLIP_VIEWPORT_VERTICAL == -1)
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out_coord.y = 1 - out_coord.y;
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if (HSM_FLIP_VIEWPORT_HORIZONTAL == -1)
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out_coord.x = 1 - out_coord.x;
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return out_coord;
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}
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vec2 HSM_GetViewportCoordWithZoomAndPan(vec2 viewport_coord)
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{
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vec2 out_coord = HSM_GetViewportCoordWithFlip(viewport_coord);
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out_coord = (out_coord - 0.5) / HSM_VIEWPORT_ZOOM + 0.5;
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out_coord.x += HSM_VIEWPORT_POSITION_X;
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out_coord.y -= HSM_VIEWPORT_POSITION_Y;
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return out_coord;
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}
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float HSM_GetScreenIndex(vec2 viewport_coord)
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{
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float out_index = 1;
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float output_aspect = global.FinalViewportSize.x / global.FinalViewportSize.y;
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if (HSM_DUALSCREEN_MODE == 0)
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out_index = 1;
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if (HSM_DUALSCREEN_MODE == 1)
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out_index = (viewport_coord.y < 0.5 + HSM_DUALSCREEN_VIEWPORT_SPLIT_LOCATION / output_aspect) ? 1 : 2;
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if (HSM_DUALSCREEN_MODE == 2)
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out_index = (viewport_coord.x < 0.5 + HSM_DUALSCREEN_VIEWPORT_SPLIT_LOCATION / output_aspect) ? 1 : 2;
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return out_index;
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}
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vec4 HSM_UpdateGlobalScreenValuesFromCache(sampler2D in_cache_pass, vec2 vTexCoord)
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{
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float output_aspect = global.FinalViewportSize.x / global.FinalViewportSize.y;
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vec2 flipped_viewport_coord = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
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SCREEN_INDEX = HSM_GetScreenIndex(flipped_viewport_coord);
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vec2 sample_coord = vec2(0);
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vec4 texture_sample = vec4(0);
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// Sample 1, 1
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sample_coord = HSM_GetCacheSampleCoord(1, 1);
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texture_sample = texture(in_cache_pass, sample_coord);
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AVERAGE_LUMA = texture_sample.a;
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SAMPLING_SCANLINE_DIR_MULT = texture_sample.r;
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SAMPLING_OPPOSITE_DIR_MULT = texture_sample.g;
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float res_mult_size_sum = 0;
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float res_mult_size2_sum = 0;
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if (SCREEN_INDEX == 1)
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{
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// Sample 2, 1
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// r SCREEN_ASPECT
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// ba SCREEN_SCALE
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sample_coord = HSM_GetCacheSampleCoord(2, 1);
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texture_sample = texture(in_cache_pass, sample_coord);
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SCREEN_ASPECT = texture_sample.r;
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SCREEN_SCALE = texture_sample.ba;
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// Sample 3, 1
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// rg TUBE_SCALE
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// ba SCREEN_POS_OFFSET
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sample_coord = HSM_GetCacheSampleCoord(3, 1);
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texture_sample = texture(in_cache_pass, sample_coord);
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TUBE_SCALE = texture_sample.rg;
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SCREEN_POS_OFFSET = texture_sample.ba;
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// Sample 3, 4
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// rg TUBE_DIFFUSE_SCALE
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sample_coord = HSM_GetCacheSampleCoord(3, 4);
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texture_sample = texture(in_cache_pass, sample_coord);
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TUBE_DIFFUSE_SCALE = texture_sample.rg;
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TUBE_DIFFUSE_ASPECT = TUBE_DIFFUSE_SCALE.x / TUBE_DIFFUSE_SCALE.y * output_aspect;
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// Sample 4, 1
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// rg CROPPED_ROTATED_SIZE_WITH_RES_MULT
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sample_coord = HSM_GetCacheSampleCoord(4, 1);
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texture_sample = texture(in_cache_pass, sample_coord);
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CROPPED_ROTATED_SIZE_WITH_RES_MULT = texture_sample.rg;
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res_mult_size_sum = CROPPED_ROTATED_SIZE_WITH_RES_MULT.x + CROPPED_ROTATED_SIZE_WITH_RES_MULT.y;
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ROTATED_CORE_PREPPED_SIZE = texture_sample.ba;
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// Sample 1, 2
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// rg CROPPED_ROTATED_SIZE
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// ba SAMPLE_AREA_START_PIXEL_COORD
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sample_coord = HSM_GetCacheSampleCoord(1, 2);
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texture_sample = texture(in_cache_pass, sample_coord);
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CROPPED_ROTATED_SIZE = texture_sample.rg;
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SAMPLE_AREA_START_PIXEL_COORD = texture_sample.ba;
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// Sample 4, 4
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// rg screen size first screen
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// ba screen size second screen
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sample_coord = HSM_GetCacheSampleCoord(4, 4);
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texture_sample = texture(in_cache_pass, sample_coord);
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SCREEN_SIZE = texture_sample.rg;
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}
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// If we are in the section of the viewport which is the second screen
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if (SCREEN_INDEX == 2)
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{
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// Sample 2, 2 Sample - 2nd Screen
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// r SCREEN_ASPECT
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// ba SCREEN_SCALE
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sample_coord = HSM_GetCacheSampleCoord(2, 2);
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texture_sample = texture(in_cache_pass, sample_coord);
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SCREEN_ASPECT = texture_sample.r;
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SCREEN_SCALE = texture_sample.gb;
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// Sample 3, 2 - 2nd Screen
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// rg TUBE_SCALE
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// ba SCREEN_POS_OFFSET
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sample_coord = HSM_GetCacheSampleCoord(3, 2);
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texture_sample = texture(in_cache_pass, sample_coord);
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TUBE_SCALE = texture_sample.rg;
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SCREEN_POS_OFFSET = texture_sample.ba;
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// TODO need to add TUBE_DIFFUSE_ASPECT & deal with 2nd Screen
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// Sample 3, 4
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// ba TUBE_DIFFUSE_SCALE
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sample_coord = HSM_GetCacheSampleCoord(3, 4);
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texture_sample = texture(in_cache_pass, sample_coord);
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TUBE_DIFFUSE_SCALE = texture_sample.ba;
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TUBE_DIFFUSE_ASPECT = TUBE_DIFFUSE_SCALE.x / TUBE_DIFFUSE_SCALE.y * output_aspect;
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// Sample 4, 2
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// rg CROPPED_ROTATED_SIZE_WITH_RES_MULT
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sample_coord = HSM_GetCacheSampleCoord(4, 2);
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texture_sample = texture(in_cache_pass, sample_coord);
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CROPPED_ROTATED_SIZE_WITH_RES_MULT = texture_sample.rg;
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res_mult_size2_sum = CROPPED_ROTATED_SIZE_WITH_RES_MULT.x + CROPPED_ROTATED_SIZE_WITH_RES_MULT.y;
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// Sample 1, 3
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// rg CROPPED_ROTATED_SIZE
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// ba SAMPLE_AREA_START_PIXEL_COORD
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sample_coord = HSM_GetCacheSampleCoord(1, 3);
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texture_sample = texture(in_cache_pass, sample_coord);
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CROPPED_ROTATED_SIZE = texture_sample.rg;
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SAMPLE_AREA_START_PIXEL_COORD = texture_sample.ba;
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// Sample 4, 4
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// rg screen size first screen
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// ba screen size second screen
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sample_coord = HSM_GetCacheSampleCoord(4, 4);
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texture_sample = texture(in_cache_pass, sample_coord);
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SCREEN_SIZE = texture_sample.ba;
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}
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// Sample 3, 1
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// rg TUBE_SCALE
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// ba SCREEN_POS_OFFSET
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sample_coord = HSM_GetCacheSampleCoord(3, 1);
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texture_sample = texture(in_cache_pass, sample_coord);
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// TUBE_SCALE_1ST_SCREEN = texture_sample.rg;
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SCREEN_POS_OFFSET_1ST_SCREEN = texture_sample.ba;
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// Sample 3, 4
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// rg TUBE_DIFFUSE_SCALE_1ST_SCREEN
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sample_coord = HSM_GetCacheSampleCoord(3, 4);
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texture_sample = texture(in_cache_pass, sample_coord);
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TUBE_DIFFUSE_SCALE_1ST_SCREEN = texture_sample.rg;
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// TUBE_DIFFUSE_ASPECT_1ST_SCREEN = TUBE_DIFFUSE_SCALE_1ST_SCREEN.x / TUBE_DIFFUSE_SCALE_1ST_SCREEN.y * output_aspect;
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// Sample 3, 2 - 2nd Screen
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// rg TUBE_SCALE_2ND_SCREEN
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// ba SCREEN_POS_OFFSET_2ND_SCREEN
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sample_coord = HSM_GetCacheSampleCoord(3, 2);
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texture_sample = texture(in_cache_pass, sample_coord);
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// TUBE_SCALE_2ND_SCREEN = texture_sample.rg;
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SCREEN_POS_OFFSET_2ND_SCREEN = texture_sample.ba;
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// TODO need to add TUBE_DIFFUSE_ASPECT & deal with 2nd Screen
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// Sample 3, 4
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// ba TUBE_DIFFUSE_SCALE_2ND_SCREEN
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sample_coord = HSM_GetCacheSampleCoord(3, 4);
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texture_sample = texture(in_cache_pass, sample_coord);
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TUBE_DIFFUSE_SCALE_2ND_SCREEN = texture_sample.ba;
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// Sample 2, 3 Sample
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// rg CORE_SIZE
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sample_coord = HSM_GetCacheSampleCoord(2, 3);
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texture_sample = texture(in_cache_pass, sample_coord);
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CORE_SIZE = texture_sample.rg;
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ROTATED_CORE_ORIGINAL_SIZE = texture_sample.ba;
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// Sample 3, 3
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// rg VIEWPORT_SCALE
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// ba VIEWPORT_POS
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sample_coord = HSM_GetCacheSampleCoord(3, 3);
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texture_sample = texture(in_cache_pass, sample_coord);
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VIEWPORT_SCALE = texture_sample.rg;
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VIEWPORT_POS = texture_sample.ba;
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// Sample 4, 3
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// rg SCREEN_SCALE_2ND_SCREEN
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// ba SCREEN_POS_OFFSET_2ND_SCREEN
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sample_coord = HSM_GetCacheSampleCoord(4, 3);
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texture_sample = texture(in_cache_pass, sample_coord);
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SCREEN_SCALE_2ND_SCREEN = texture_sample.rg;
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SCREEN_POS_OFFSET_2ND_SCREEN = texture_sample.ba;
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// Sample 1, 4
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// g CURRENT_FRAME_FROM_CACHE_INFO
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// b ROTATED_DEREZED_SIZE
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sample_coord = HSM_GetCacheSampleCoord(1, 4);
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texture_sample = texture(in_cache_pass, sample_coord);
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CURRENT_FRAME_FROM_CACHE_INFO = texture_sample.g;
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ROTATED_DEREZED_SIZE = texture_sample.ba;
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// Sample 2, 4
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// r NEGATIVE_CROP_EXPAND_MULTIPLIER
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// g MAX_NEGATIVE_CROP
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sample_coord = HSM_GetCacheSampleCoord(2, 4);
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texture_sample = texture(in_cache_pass, sample_coord);
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NEGATIVE_CROP_EXPAND_MULTIPLIER = texture_sample.r;
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MAX_NEGATIVE_CROP = texture_sample.g;
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USE_VERTICAL_SCANLINES = texture_sample.b;
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// Sample 8, 8
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// r CACHE_INFO_CHANGED
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sample_coord = HSM_GetCacheSampleCoord(8, 8);
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texture_sample = texture(in_cache_pass, sample_coord);
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CACHE_INFO_CHANGED = texture_sample.r > 0.5 ? true : false;
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SCREEN_SCALE_WITH_ZOOM = SCREEN_SCALE * HSM_VIEWPORT_ZOOM;
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SCREEN_COORD = HSM_GetVTexCoordWithArgs(flipped_viewport_coord, SCREEN_SCALE, SCREEN_POS_OFFSET);
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TUBE_DIFFUSE_COORD = HSM_GetVTexCoordWithArgs(flipped_viewport_coord, TUBE_DIFFUSE_SCALE, SCREEN_POS_OFFSET);
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TUBE_DIFFUSE_COORD_MIXED_POS = HSM_GetVTexCoordWithArgs(flipped_viewport_coord, TUBE_DIFFUSE_SCALE_1ST_SCREEN, (SCREEN_POS_OFFSET_1ST_SCREEN + SCREEN_POS_OFFSET_2ND_SCREEN) / 2.0);
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return vec4(0);
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} |