slang-shaders/bezel/Mega_Bezel/shaders/HyperspaceMadness/hsm/common/hsm-common-functions.inc
HyperspaceMadness f4c66450cf Mega Bezel update to V1.0.003_2022-07-28_Rev-1
* Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1
  * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel
  * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look:
    * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
    * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
    * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
    * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
  * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines
  * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list
  * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1
  * Updated to crt-guest-advanced-2022-07-17-release1
    * Includes Scanline Gamma
  * Tube Gel and Diffuse Fixes
    * Gel is now mapped to the tube, independent of the black edge
    * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural
      * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading
    * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore
    * CRT Multiply blend mode now works better when there is extra tube thickness
  * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look
    * If you want a stronger rounded shaded look reset it to 100
  * Fixed Scale discrepancy when using the Cab Glass Image
  * Added Shadow Opacity param to control shadow being applied to the static tube highlight
2022-07-28 21:56:28 -04:00

1304 lines
45 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/>.
*/
#include "hsm-helper-functions.inc"
#ifndef IS_POTATO_PRESET
#include "hsm-royale-geometry-functions.inc"
#endif
float CURVATURE_MODE_OFF = 0;
float CURVATURE_MODE_2D = 1;
float CURVATURE_MODE_2D_CYLINDER = 2;
float CURVATURE_MODE_3D_1 = 3;
float CURVATURE_MODE_3D_2 = 4;
float CURVATURE_MODE_3D_CYLINDER = 5;
vec2 HSM_GetViewportCoordWithFlip(vec2 viewport_coord)
{
vec2 out_coord = viewport_coord;
// out_coord.y = HSM_FLIP_VIEWPORT_VERTICAL * (out_coord.y - 0.5) + 0.5;
// out_coord.x = HSM_FLIP_VIEWPORT_HORIZONTAL * (out_coord.x - 0.5) + 0.5;
if (HSM_FLIP_VIEWPORT_VERTICAL == -1)
out_coord.y = 1 - out_coord.y;
if (HSM_FLIP_VIEWPORT_HORIZONTAL == -1)
out_coord.x = 1 - out_coord.x;
return out_coord;
}
vec2 HSM_GetViewportCoordWithZoomAndPan(vec2 viewport_coord)
{
vec2 out_coord = HSM_GetViewportCoordWithFlip(viewport_coord);
out_coord = (out_coord - 0.5) / HSM_VIEWPORT_ZOOM + 0.5;
out_coord.x += HSM_VIEWPORT_POSITION_X;
out_coord.y -= HSM_VIEWPORT_POSITION_Y;
return out_coord;
}
float HSM_GetAspectRatioFromMode(float in_aspect_ratio_mode, float in_explicit_aspect)
{
float out_explicit_aspect = in_explicit_aspect;
if (in_aspect_ratio_mode == TEXTURE_ASPECT_MODE_VIEWPORT)
out_explicit_aspect = global.OutputSize.x / global.OutputSize.y;
if (in_aspect_ratio_mode == TEXTURE_ASPECT_MODE_4_3)
out_explicit_aspect = 1.33333;
if (in_aspect_ratio_mode == TEXTURE_ASPECT_MODE_3_4)
out_explicit_aspect = 0.75;
if (in_aspect_ratio_mode == TEXTURE_ASPECT_MODE_16_9)
out_explicit_aspect = 1.7777;
if (in_aspect_ratio_mode == TEXTURE_ASPECT_MODE_9_16)
out_explicit_aspect = 0.5625;
return out_explicit_aspect;
}
vec2 HSM_GetRotatedCoreOriginalSize()
{
return HSM_ROTATE_CORE_IMAGE * global.OriginalSize.yx + (1 - HSM_ROTATE_CORE_IMAGE) * global.OriginalSize.xy;
}
vec2 HSM_GetDerezedSize()
{
return global.DerezedPassSize.xy;
}
vec2 HSM_GetRotatedDerezedSize()
{
return HSM_ROTATE_CORE_IMAGE * global.DerezedPassSize.yx + (1 - HSM_ROTATE_CORE_IMAGE) * global.DerezedPassSize.xy;
}
// Core Prepped Size is the size after DeRez and adding in the negative crop
vec2 HSM_GetNegativeCropAddedSize()
{
return global.NegativeCropAddedPassSize.xy;
}
vec2 HSM_GetRotatedNegativeCropAddedSize()
{
return HSM_ROTATE_CORE_IMAGE * global.NegativeCropAddedPassSize.yx + (1 - HSM_ROTATE_CORE_IMAGE) * global.NegativeCropAddedPassSize.xy;
}
float HSM_GetNegativeCropExpandMultiplier()
{
return HSM_GetNegativeCropAddedSize().y / HSM_GetDerezedSize().y;
}
// Returns 1 for vertical split, 2 for horizontal split
float HSM_GetCoreImageSplitDirection()
{
float core_image_split_direction = 1;
if (HSM_DUALSCREEN_CORE_IMAGE_SPLIT_MODE == 0)
{
if (HSM_DUALSCREEN_MODE == 1)
core_image_split_direction = 1;
if (HSM_DUALSCREEN_MODE == 2)
core_image_split_direction = 2;
}
else
{
core_image_split_direction = HSM_DUALSCREEN_CORE_IMAGE_SPLIT_MODE;
}
return core_image_split_direction;
}
float HSM_GetSwappedScreenIndex(float screen_index)
{
float out_index = screen_index;
if (HSM_DUALSCREEN_CORE_IMAGE_SWAP_SCREENS == 1)
{
if (screen_index == 1)
{
out_index = 2;
}
else
{
out_index = 1;
}
}
return out_index;
}
// Get the original size with split area added
vec2 HSM_GetScreenCorePreppedSize(float screen_index)
{
vec2 core_prepped_size = global.NegativeCropAddedPassSize.xy;
if (HSM_DUALSCREEN_MODE > 0)
if (HSM_GetCoreImageSplitDirection() == 1)
core_prepped_size.y *= 0.5;
else
core_prepped_size.x *= 0.5;
return core_prepped_size;
}
vec2 HSM_GetRotatedScreenCorePreppedSize(float screen_index)
{
vec2 original_size = HSM_GetScreenCorePreppedSize(screen_index);
return HSM_ROTATE_CORE_IMAGE * original_size.yx + (1 - HSM_ROTATE_CORE_IMAGE) * original_size.xy;
}
// Get the original size with split area added
vec2 HSM_GetScreenDerezedSize()
{
vec2 pass_size = global.DerezedPassSize.xy;
if (HSM_DUALSCREEN_MODE > 0)
if (HSM_GetCoreImageSplitDirection() == 1)
pass_size.y *= 0.5;
else
pass_size.x *= 0.5;
return pass_size;
}
vec2 HSM_GetRotatedScreenDerezedSize()
{
vec2 pass_size = HSM_GetScreenDerezedSize();
return HSM_ROTATE_CORE_IMAGE * pass_size.yx + (1 - HSM_ROTATE_CORE_IMAGE) * pass_size.xy;
}
vec2 HSM_RotateCoordinate(vec2 in_coord, float rotation_on)
{
vec2 ctr_coord = in_coord - 0.5;
ctr_coord = (1 - rotation_on) * ctr_coord + rotation_on * vec2(-ctr_coord.y, ctr_coord.x);
return ctr_coord + 0.5;
}
float HSM_GetUseVerticalScanlines(float screen_aspect)
{
float auto_use_vert_scanlines = screen_aspect < 1 ? 1 : 0;
float scanline_direction = HSM_SCANLINE_DIRECTION < 2 ? 0 : 1;
if (HSM_SCANLINE_DIRECTION < 1)
if (HSM_DUALSCREEN_MODE < 1)
scanline_direction = auto_use_vert_scanlines;
return scanline_direction;
}
// Rows and Columns are 1 based
vec4 HSM_GetCacheSampleRange(float column_index, float row_index)
{
float num_rows = 8;
float num_columns = 8;
float range_width = 1 / num_columns;
float range_height = 1 / num_rows;
float zero_based_row_index = row_index - 1;
float zero_based_column_index = column_index - 1;
vec4 out_sample_range = vec4(0);
out_sample_range.x = zero_based_column_index * range_width;
out_sample_range.y = zero_based_row_index * range_height;
out_sample_range.z = out_sample_range.x + range_width;
out_sample_range.w = out_sample_range.y + range_height;
return out_sample_range;
}
vec2 HSM_GetCacheSampleCoord(float column_index, float row_index)
{
float num_rows = 8;
float num_columns = 8;
float range_width = 1 / num_columns;
float range_height = 1 / num_rows;
vec4 sample_range = HSM_GetCacheSampleRange(column_index, row_index);
return vec2(sample_range.x + range_width/2, sample_range.y + range_height/2);
}
vec2 HSM_GetResMult()
{
// TODO when using target resolution
// float epsilon = 0.25;
// float original_res = 1464;
// float target_res
// float multiple = 1464 / 224;
// float int_multiple = floor(multiple + epsilon);
// float int_div_res_near_target_res = original_res / int_multiple;
vec2 original_size = HSM_GetRotatedNegativeCropAddedSize();
float use_vert_scanlines = HSM_GetUseVerticalScanlines(original_size.x/original_size.y);
vec2 sampling_mult = vec2(HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR, HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR);
if (use_vert_scanlines == 1 && HSM_ROTATE_CORE_IMAGE == 0 || use_vert_scanlines == 0 && HSM_ROTATE_CORE_IMAGE == 1)
sampling_mult = sampling_mult.yx;
return sampling_mult;
}
// Texture Sampler function which takes a coordinate in the cropped coordinate space
vec4 HSM_GetTexSampleFromSampleStartAndSize(sampler2D in_sampler, vec2 in_screen_coord, vec2 sample_start_pixel_coord, vec2 window_size)
{
vec2 core_prepped_size = HSM_GetRotatedNegativeCropAddedSize();
if ( HSM_DUALSCREEN_MODE > 0 )
if (HSM_FLIP_CORE_VERTICAL == -1)
in_screen_coord.y = 1 - in_screen_coord.y;
// in_screen_coord.y = abs(HSM_FLIP_CORE_VERTICAL) * (1 - in_screen_coord.y) + (1 - abs(HSM_FLIP_CORE_VERTICAL)) * in_screen_coord.y;
// in_screen_coord.y = HSM_FLIP_CORE_VERTICAL * (in_screen_coord.y - 0.5) + 0.5;
vec2 px_coord = SAMPLE_AREA_START_PIXEL_COORD + in_screen_coord * window_size;
vec2 sample_coord = px_coord / core_prepped_size;
sample_coord = HSM_RotateCoordinate(sample_coord, HSM_ROTATE_CORE_IMAGE);
vec4 out_color = texture(in_sampler, sample_coord);
return out_color;
}
vec2 HSM_GetInverseScaledCoord(vec2 in_coord, vec2 in_scale)
{
vec2 middle = vec2(0.49999, 0.49999);
vec2 diff = in_coord.xy - middle;
vec2 screen_inverse_scale = 1.0 / in_scale;
vec2 scaled_coord = middle + diff * screen_inverse_scale;
return scaled_coord;
}
// Applies the position before scaling from the center
// Should allow having an image where the center of the tube in the graphic is off center
// the position offset moves it so the screen is centered, then the graphic is scaled from the center
vec2 HSM_AddPosScaleToCoord(vec2 in_base_coord, vec2 in_pos, vec2 in_scale)
{
vec2 positioned_coord = in_base_coord + in_pos;
vec2 out_coord = HSM_GetInverseScaledCoord(positioned_coord, in_scale);
return out_coord;
}
vec2 GetSimpleImageScaledCoord(vec2 in_coord, vec2 in_viewport_unscaled_coord, in sampler2D in_sampler, vec2 in_pos, vec2 in_scale, float in_zoom_with_full, float in_keep_aspect, float in_mirror_horz, float in_rotate )
{
vec2 coord_ctr = (in_zoom_with_full == 1 ? in_coord : in_viewport_unscaled_coord) - 0.5;
coord_ctr.x = in_mirror_horz == 1 ? -1 * coord_ctr.x : coord_ctr.x;
in_coord = HSM_RotateCoordinate(in_coord, in_rotate);
vec2 tex_size = textureSize(in_sampler, 0);
float tex_aspect = in_rotate == 1 ? tex_size.y / tex_size.x : tex_size.x / tex_size.y;
float output_aspect = global.FinalViewportSize.x / global.FinalViewportSize.y;
coord_ctr.x *= in_keep_aspect == 1 ? tex_aspect / output_aspect : 1;
return HSM_AddPosScaleToCoord(coord_ctr + 0.5, in_pos, in_scale);
}
vec2 HSM_GetRotatedCorePreppedSizeWithResMult(float screen_index)
{
vec2 prepped_size = HSM_GetScreenCorePreppedSize(screen_index);
vec2 sampling_mult = HSM_GetResMult();
vec2 sampling_size = vec2(floor(sampling_mult.x * prepped_size.x), floor(sampling_mult.y * prepped_size.y));
return HSM_ROTATE_CORE_IMAGE * sampling_size.yx + (1 - HSM_ROTATE_CORE_IMAGE) * sampling_size.xy;
}
vec2 HSM_GetScreenPositionOffset(vec2 placement_image_pos, vec2 screen_scale, float screen_index )
{
float output_aspect = global.FinalViewportSize.x / global.FinalViewportSize.y;
// If we are not using the image placement then get its offset from the center
placement_image_pos = HSM_USE_IMAGE_FOR_PLACEMENT == 1 && screen_index == 1 ? placement_image_pos : vec2(0.5);
vec2 pos_offset = screen_index == 1 ? vec2(HSM_SCREEN_POSITION_X / output_aspect, HSM_SCREEN_POSITION_Y) + (placement_image_pos - 0.5)
: vec2(HSM_2ND_SCREEN_POS_X / output_aspect, HSM_2ND_SCREEN_POS_Y);
float split_offset_multiplier = screen_index == 1 ? -1 : 1;
if (HSM_DUALSCREEN_MODE == 1)
{
if (HSM_DUALSCREEN_SHIFT_POSITION_WITH_SCALE == 1)
pos_offset.y += HSM_DUALSCREEN_VIEWPORT_SPLIT_LOCATION + split_offset_multiplier * screen_scale.y * 1.17 / 2;
else
pos_offset.y += split_offset_multiplier * 0.25;
pos_offset.y += split_offset_multiplier * HSM_DUALSCREEN_POSITION_OFFSET_BETWEEN_SCREENS;
}
if (HSM_DUALSCREEN_MODE == 2)
{
if (HSM_DUALSCREEN_SHIFT_POSITION_WITH_SCALE == 1)
pos_offset.x += HSM_DUALSCREEN_VIEWPORT_SPLIT_LOCATION / output_aspect + split_offset_multiplier * screen_scale.x * 1.17 / 2;
else
pos_offset.x += split_offset_multiplier * 0.25 / output_aspect;
pos_offset.x += split_offset_multiplier * HSM_DUALSCREEN_POSITION_OFFSET_BETWEEN_SCREENS / output_aspect;
}
return pos_offset;
}
float HSM_GetAverageLuma(sampler2D Source, vec2 SourceSize)
{
//////// Calculate Average Luminance //////////
float m = max(log2(global.SourceSize.x), log2(global.SourceSize.y));
m = max(m - 1.0, 1.0);
float luma_total = 0.0;
float num_samples = 5;
float sample_dist = 1 / (num_samples - 1);
vec4 tex_sample = vec4(0);
for (float i = 0; i <= num_samples; i++)
{
for (float j = 0; j <= num_samples; j++)
{
tex_sample = textureLod(Source, vec2(sample_dist * i, sample_dist * j), m);
luma_total += max(0.0, (tex_sample.r + tex_sample.g + tex_sample.g) / 3);
// luma_total += max(0.0, length(tex_sample.rgb));
}
}
luma_total = pow(0.577350269 * luma_total / (num_samples * num_samples), 0.6);
return luma_total;
}
vec3 HSM_GetScreenPlacementAndHeight(sampler2D in_sampler_2D, float num_samples)
{
if (HSM_USE_IMAGE_FOR_PLACEMENT == 1)
{
float screen_top_y_pos = 1;
float screen_bottom_y_pos = 0;
for (int i=0; i < num_samples; i++)
{
float y_pos = i * 1 / num_samples;
vec4 sample_color = texture(in_sampler_2D, vec2(0.5, y_pos));
float test_value = 0;
if (HSM_PLACEMENT_IMAGE_MODE > 0)
test_value = (sample_color.r + sample_color.b + sample_color.g) / 3;
else
test_value = 1 - sample_color.a;
if (test_value > 0.5)
{
screen_top_y_pos = min(screen_top_y_pos, y_pos);
screen_bottom_y_pos = max(screen_bottom_y_pos, y_pos);
}
}
float screen_left_x_pos = 0.75;
float screen_right_x_pos = 0.25;
if (HSM_PLACEMENT_IMAGE_USE_HORIZONTAL == 1)
for (int i=0; i < num_samples; i++)
{
float x_pos = 0.25 + i * 0.5 / num_samples;
vec4 sample_color = texture(in_sampler_2D, vec2(x_pos, 0.5));
float test_value = 0;
if (HSM_PLACEMENT_IMAGE_MODE == 1)
test_value = (sample_color.r + sample_color.b + sample_color.g) / 3;
else
test_value = 1 - sample_color.a;
if (test_value > 0.5)
{
screen_left_x_pos = min(screen_left_x_pos, x_pos);
screen_right_x_pos = max(screen_right_x_pos, x_pos);
}
}
return vec3((screen_left_x_pos + screen_right_x_pos) / 2, (screen_top_y_pos + screen_bottom_y_pos) / 2, screen_bottom_y_pos - screen_top_y_pos);
}
else
return vec3(0.5, 0.5, 1);
}
vec2 HSM_GetCoordWithPositionOffset(vec2 in_coord, vec2 position_offset)
{
return in_coord - position_offset;
}
vec2 HSM_GetVTexCoordWithArgs(vec2 in_coord, vec2 in_scale, vec2 position_offset)
{
return HSM_GetInverseScaledCoord(HSM_GetCoordWithPositionOffset(in_coord, position_offset), in_scale);
}
vec2 HSM_GetScreenVTexCoord(vec2 in_coord, vec2 in_screen_scale, vec2 position_offset)
{
return HSM_GetVTexCoordWithArgs(in_coord, in_screen_scale, position_offset);
}
vec2 HSM_GetCurvatureScales(float screen_aspect)
{
vec2 curvature_scales = screen_aspect < 1 ? vec2(HSM_CURVATURE_2D_SCALE_SHORT_AXIS, HSM_CURVATURE_2D_SCALE_LONG_AXIS)
: vec2(HSM_CURVATURE_2D_SCALE_LONG_AXIS, HSM_CURVATURE_2D_SCALE_SHORT_AXIS);
curvature_scales = (clamp(curvature_scales, 1, 5) - 1) + 1;
return curvature_scales;
}
vec2 HSM_GetCurvatureValues(float screen_aspect)
{
vec2 curvature_values = screen_aspect < 1 ? vec2(2 * HSM_CURVATURE_2D_SCALE_SHORT_AXIS * 2 / 100, HSM_CURVATURE_2D_SCALE_LONG_AXIS * 3 / 100)
: vec2(HSM_CURVATURE_2D_SCALE_LONG_AXIS * 3 / 100, 2 * HSM_CURVATURE_2D_SCALE_SHORT_AXIS * 2 / 100);
return curvature_values;
}
// CRT Geom Curvature
#define FIX(c) max(abs(c), 1e-5)
float intersect(vec2 in_coord , vec2 sinangle, vec2 cosangle, float in_radius, float in_distance)
{
float A = dot(in_coord, in_coord) + in_distance.x * in_distance.x;
float B = 2.0 * (in_radius * (dot(in_coord, sinangle) - in_distance.x * cosangle.x * cosangle.y) - in_distance.x * in_distance.x);
float C = in_distance.x * in_distance.x + 2.0 * in_radius * in_distance.x * cosangle.x * cosangle.y;
return (-B-sqrt(B * B - 4.0 * A * C)) / (2.0 * A);
}
vec2 bkwtrans(vec2 in_coord, vec2 sinangle, vec2 cosangle, float in_radius, float in_distance)
{
float c = intersect(in_coord, sinangle, cosangle, in_radius, in_distance);
vec2 pt = vec2(c) * in_coord;
pt -= vec2(-in_radius) * sinangle;
pt /= vec2(in_radius);
vec2 tang = sinangle / cosangle;
vec2 poc = pt / cosangle;
float A = dot(tang, tang) + 1.0;
float B = -2.0 * dot(poc, tang);
float C = dot(poc,poc)-1.0;
float a = (-B + sqrt(B * B - 4.0 * A * C)) / (2.0 * A);
vec2 uv = (pt - a * sinangle) / cosangle;
float r = FIX(in_radius * acos(a));
return uv * r / sin(r / in_radius);
}
vec2 fwtrans(vec2 uv, vec2 sinangle, vec2 cosangle, float in_radius, float in_distance)
{
float r = FIX(sqrt(dot(uv,uv)));
uv *= sin(r/in_radius)/r;
float x = 1.0-cos(r/in_radius);
float D = in_distance/in_radius + x*cosangle.x*cosangle.y+dot(uv,sinangle);
return in_distance*(uv*cosangle-x*sinangle)/D;
}
vec3 maxscale(vec2 sinangle, vec2 cosangle, float in_radius, float in_distance, float in_aspect)
{
vec2 aspect_vec2 = vec2(1, 1/in_aspect);
vec2 c = bkwtrans(-in_radius * sinangle / (1.0 + in_radius/in_distance*cosangle.x*cosangle.y), sinangle, cosangle, in_radius, in_distance);
vec2 a = vec2(0.5,0.5)*aspect_vec2.xy;
vec2 lo = vec2( fwtrans(vec2(-a.x,c.y), sinangle, cosangle, in_radius, in_distance).x,
fwtrans(vec2(c.x,-a.y), sinangle, cosangle, in_radius, in_distance).y)/aspect_vec2.xy;
vec2 hi = vec2( fwtrans(vec2(+a.x,c.y), sinangle, cosangle, in_radius, in_distance).x,
fwtrans(vec2(c.x,+a.y), sinangle, cosangle, in_radius, in_distance).y)/aspect_vec2.xy;
return vec3((hi+lo)*aspect_vec2.xy*0.5,max(hi.x-lo.x,hi.y-lo.y));
}
vec2 transform(vec2 coord, vec3 stretch, vec2 sinangle, vec2 cosangle, float in_radius, float in_distance, vec2 aspect)
{
coord = (coord-vec2(0.5))*aspect.xy*stretch.z+stretch.xy;
return (bkwtrans(coord, sinangle, cosangle, in_radius, in_distance)/aspect.xy+vec2(0.5));
}
// TODO need to rescale so the screen does not shrink
vec2 HSM_GetGeomCurvedCoord(vec2 in_coord, float tilt_x, float tilt_y, float in_radius, float in_distance, float in_aspect)
{
//default radius = 3.5
//default distance = 2
in_distance *= 1.4;
vec2 ang = vec2(tilt_x, tilt_y);
vec2 v_sinangle = sin(ang);
vec2 v_cosangle = cos(ang);
vec3 v_stretch = maxscale(v_sinangle, v_cosangle, in_radius, in_distance, in_aspect);
vec2 aspect_vec2 = vec2(1, 1/in_aspect);
vec2 curved_coord = transform(in_coord, v_stretch, v_sinangle, v_cosangle, in_radius, in_distance, aspect_vec2);
return curved_coord;
}
vec2 HSM_GetGeomCurvedCoordRetainWidth(vec2 in_coord, float tilt_x, float tilt_y, float in_radius, float in_distance, float in_aspect)
{
vec2 ctr_curved_coord = HSM_GetGeomCurvedCoord(in_coord, tilt_x, tilt_y, in_radius, in_distance, in_aspect) - 0.5;
vec2 right_edge_curved_ctr_coord = HSM_GetGeomCurvedCoord(vec2(1, 0.5), tilt_x, tilt_y, in_radius, in_distance, in_aspect) - 0.5;
ctr_curved_coord.x = ctr_curved_coord.x * 0.5 / right_edge_curved_ctr_coord.x;
return ctr_curved_coord + 0.5;
}
/*
vec2 HSM_GetGuestCurvedCoord(vec2 in_coord, vec2 in_curvature, float in_curvature_shape)
{
vec2 pos = in_coord;
float warpX = in_curvature.x;
float warpY = in_curvature.y;
float c_shape = in_curvature_shape;
pos = pos*2.0-1.0;
pos = mix(pos, vec2(pos.x*inversesqrt(1.0-c_shape*pos.y*pos.y), pos.y*inversesqrt(1.0-c_shape*pos.x*pos.x)), vec2(warpX, warpY)/c_shape);
return pos*0.5 + 0.5;
}
*/
/*
vec2 HSM_GetTorridGristleCurvedCoord(vec2 in_coord, vec2 in_curvature){
// default curvature is vec2(0.031, 0.041
vec2 Distortion = in_curvature * 15;// * vec2(0.031, 0.041);
vec2 curvedCoords = in_coord * 2.0 - 1.0;
float curvedCoordsDistance = sqrt(curvedCoords.x*curvedCoords.x+curvedCoords.y*curvedCoords.y);
curvedCoords = curvedCoords / curvedCoordsDistance;
curvedCoords = curvedCoords * (1.0-pow(vec2(1.0-(curvedCoordsDistance/1.4142135623730950488016887242097)),(1.0/(1.0+Distortion*0.2))));
curvedCoords = curvedCoords / (1.0-pow(vec2(0.29289321881345247559915563789515),(1.0/(vec2(1.0)+Distortion*0.2))));
curvedCoords = curvedCoords * 0.5 + 0.5;
return curvedCoords;
}
*/
vec2 HSM_GetCrtPiCurvedCoord(vec2 in_coord, vec2 in_curvature)
{
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
in_curvature *= 5;
vec2 barrelScale = 1.0 - (0.23 * in_curvature);
in_coord -= vec2(0.5);
float rsq = in_coord.x * in_coord.x + (HSM_CURVATURE_MODE == 2 ? 0 : in_coord.y * in_coord.y);
in_coord += in_coord * (in_curvature * rsq);
in_coord *= barrelScale;
in_coord += vec2(0.5);
return in_coord;
}
vec2 HSM_Get2DCurvedCoord(vec2 in_coord, vec2 curvature_values)
{
vec2 ctr_curved_coord = vec2(0) ;
ctr_curved_coord = HSM_GetCrtPiCurvedCoord(in_coord, curvature_values) - 0.5;
vec2 right_edge_curved_ctr_coord = HSM_GetCrtPiCurvedCoord(vec2(1, 0.5), curvature_values) - 0.5;
ctr_curved_coord.x = ctr_curved_coord.x * 0.5 / right_edge_curved_ctr_coord.x;
vec2 bottom_edge_curved_ctr_coord = HSM_GetCrtPiCurvedCoord(vec2(0.5, 1), curvature_values) - 0.5;
ctr_curved_coord.y = ctr_curved_coord.y * 0.5 / bottom_edge_curved_ctr_coord.y;
return ctr_curved_coord + 0.5;
}
vec2 HSM_GetCurvedCoord(vec2 in_coord, float curvature_multiplier, float screen_aspect)
{
if (HSM_CURVATURE_MODE == CURVATURE_MODE_OFF)
return in_coord;
float epsilon = 0.002;
vec2 original_size = HSM_GetRotatedNegativeCropAddedSize();
vec2 adjusted_coord = in_coord;
float tilt_angle_y = HSM_CURVATURE_3D_TILT_ANGLE_Y;
float tilt_angle_x = HSM_CURVATURE_3D_TILT_ANGLE_X;
float pin_inner_edge = 0;
vec2 curved_coord = vec2(0);
#ifndef IS_POTATO_PRESET
if (HSM_CURVATURE_MODE > CURVATURE_MODE_2D_CYLINDER)
{
if (HSM_USE_GEOM > 0.5)
curved_coord = HSM_GetGeomCurvedCoordRetainWidth(in_coord, HSM_CURVATURE_3D_TILT_ANGLE_X, HSM_CURVATURE_3D_TILT_ANGLE_Y, HSM_CURVATURE_3D_RADIUS, HSM_CURVATURE_3D_VIEW_DIST, screen_aspect);
else
{
float geom_radius_with_mult = HSM_CURVATURE_3D_RADIUS;
// Adjust curvature so 3D mode 1 looks similar to 3D mode 2
if (HSM_CURVATURE_MODE == CURVATURE_MODE_3D_1) geom_radius_with_mult -= 0.40;
if (HSM_CURVATURE_MODE == CURVATURE_MODE_3D_CYLINDER) geom_radius_with_mult -= 1;
geom_radius_with_mult *= (1 / (curvature_multiplier + epsilon));
vec2 extra_curvature_mult = HSM_GetCurvatureScales(screen_aspect);
mat2x2 pixel_to_video_uv;
float geom_mode = HSM_CURVATURE_MODE - 2;
curved_coord = HRG_GetGeomCurvedCoord( adjusted_coord,
geom_mode,
geom_radius_with_mult,
HSM_CURVATURE_3D_VIEW_DIST,
tilt_angle_x,
tilt_angle_y,
screen_aspect,
pin_inner_edge,
global.SourceSize.xy,
global.OutputSize.xy,
pixel_to_video_uv);
}
}
else
{
vec2 curvature_values = curvature_multiplier * HSM_GetCurvatureValues(screen_aspect);
curved_coord = HSM_Get2DCurvedCoord(adjusted_coord, curvature_values);
}
#endif
#ifdef IS_POTATO_PRESET
vec2 curvature_values = curvature_multiplier * HSM_GetCurvatureValues(screen_aspect);
curved_coord = HSM_Get2DCurvedCoord(adjusted_coord, curvature_values);
#endif
return curved_coord;
}
vec2 HSM_GetCRTShaderCurvedCoord(vec2 in_coord)
{
vec2 out_coord = HSM_GetCurvedCoord(in_coord, 1, SCREEN_ASPECT);
if (HHLP_IsOutsideCoordSpace(out_coord))
{
vec2 tube_scale_ratio = TUBE_SCALE / SCREEN_SCALE;
out_coord = (out_coord - 0.5) / tube_scale_ratio + 0.5;
}
else if (HSM_CRT_CURVATURE_SCALE < 100)
out_coord = HSM_GetCurvedCoord(in_coord, HSM_CRT_CURVATURE_SCALE, SCREEN_ASPECT);
return out_coord;
}
vec2 HSM_GetMirrorWrappedCoord(vec2 in_coord)
{
vec2 ctr_coord = in_coord - 0.5;
if (abs(ctr_coord.x) > 0.5 || abs(ctr_coord.y) > 0.5 )
in_coord = ctr_coord / HSM_SCREEN_REFLECTION_SCALE + 0.5 + vec2(HSM_SCREEN_REFLECTION_POS_X, HSM_SCREEN_REFLECTION_POS_Y);
in_coord = mod(in_coord, 2);
vec2 ctr_mirror_coord = in_coord - 0.5;
float mirror_x = clamp(clamp(abs(ctr_mirror_coord.x) - 0.5, 0, 1) * 100000, 0, 1);
float mirror_y = clamp(clamp(abs(ctr_mirror_coord.y) - 0.5, 0, 1) * 100000, 0, 1);
ctr_mirror_coord.x = ctr_mirror_coord.x - mirror_x * 2 * sign(ctr_mirror_coord.x) * (abs(ctr_mirror_coord.x) - 0.5);
ctr_mirror_coord.y = ctr_mirror_coord.y - mirror_y * 2 * sign(ctr_mirror_coord.y) * (abs(ctr_mirror_coord.y) - 0.5);
return ctr_mirror_coord + 0.5;
}
vec2 HSM_GetMirrorWrapCoord(vec2 in_coord)
{
vec2 ctr_coord = in_coord - 0.5;
vec2 ctr_mirror_coord = vec2(0,0);
float x_is_outside = clamp((clamp(abs(ctr_coord.x), 0.5, 1) - 0.5) * 100000, 0, 1);
ctr_mirror_coord.x = (1 - x_is_outside) * ctr_coord.x +
x_is_outside * (ctr_coord.x - 2 * sign(ctr_coord.x) * (abs(ctr_coord.x) - 0.5));
float y_is_outside = clamp((clamp(abs(ctr_coord.y), 0.5, 1) - 0.5) * 100000, 0, 1);
ctr_mirror_coord.y = (1 - y_is_outside) * ctr_coord.y +
y_is_outside * (ctr_coord.y - 2 * sign(ctr_coord.y) * (abs(ctr_coord.y) - 0.5));
return ctr_mirror_coord + 0.5;
}
// Borrowed from cgwg's crt-geom, under GPL
float HSM_GetCornerMask(vec2 in_coord, float screen_aspect, float corner_radius, float edge_sharpness)
// returns 0.0 - 1.0 value used for masking the corner so it looks round
{
//(0.5 - abs(in_coord - 0.5)) * 2
vec2 new_coord = min(in_coord, vec2(1.0) - in_coord) * vec2(screen_aspect, 1);
vec2 corner_distance = vec2(max(corner_radius / 1000.0, (1.0 - edge_sharpness) * 0.01));
new_coord = (corner_distance - min(new_coord, corner_distance));
float distance = sqrt(dot(new_coord, new_coord));
return clamp((corner_distance.x - distance) * (edge_sharpness * 500 + 100), 0.0, 1.0);
}
// Guest improved corner mask, to integrate
// sborder is border intensity
// float corner(vec2 pos) {
// vec2 b = vec2(bsize1, bsize1) * vec2(1.0, OutputSize.x/OutputSize.y) * 0.05;
// pos = clamp(pos, 0.0, 1.0);
// pos = abs(2.0*(pos - 0.5));
// float csize1 = mix(400.0, 7.0, pow(4.0*csize, 0.10));
// float crn = dot(pow(pos, csize1.xx), vec2(1.0, OutputSize.y/OutputSize.x));
// crn = (csize == 0.0) ? max(pos.x, pos.y) : pow(crn, 1.0/csize1);
// pos = max(pos, crn);
// vec2 res = (bsize1 == 0.0) ? 1.0.xx : mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos)));
// res = pow(res, sborder.xx);
// return sqrt(res.x*res.y);
// }
vec2 HSM_GetTubeCurvedCoord(vec2 screen_coord, float curvature_scale, vec2 screen_scale, vec2 tube_scale, float screen_aspect, float apply_black_edge_offset)
{
vec2 black_edge_scale_offset = tube_scale / screen_scale;
// Get the tube coord with the black edge added
// vec2 tube_coord = HSM_GetInverseScaledCoord(screen_coord, black_edge_scale_offset);
// Get the curved coordinate
vec2 tube_curved_coord = vec2(0.5, 0.5);
if (HSM_BZL_USE_INDEPENDENT_CURVATURE == 1)
{
vec2 curvature_values = screen_aspect < 1 ? vec2(2 * HSM_BZL_INDEPENDENT_CURVATURE_SCALE_SHORT_AXIS * 2 / 100, HSM_BZL_INDEPENDENT_CURVATURE_SCALE_LONG_AXIS * 3 / 100)
: vec2(HSM_BZL_INDEPENDENT_CURVATURE_SCALE_LONG_AXIS * 3 / 100, 2 * HSM_BZL_INDEPENDENT_CURVATURE_SCALE_SHORT_AXIS * 2 / 100);
curvature_values *= curvature_scale * HSM_BZL_INNER_CURVATURE_SCALE;
tube_curved_coord = HSM_Get2DCurvedCoord(screen_coord, curvature_values);
}
else
{
tube_curved_coord = HSM_GetCurvedCoord(screen_coord, curvature_scale * HSM_BZL_INNER_CURVATURE_SCALE, screen_aspect);
}
if (apply_black_edge_offset == 1)
tube_curved_coord = HSM_GetInverseScaledCoord(tube_curved_coord, black_edge_scale_offset);
return tube_curved_coord;
}
/*
Light Illumination
vec3 evaluateLight(in vec3 pos)
{
vec3 lightPos = LPOS;
vec3 lightCol = LCOL;
vec3 L = lightPos-pos;
return lightCol * 1.0/dot(L,L);
}
vec3 evaluateLight(in vec3 pos, in vec3 normal)
{
vec3 lightPos = LPOS;
vec3 L = lightPos-pos;
float distanceToL = length(L);
vec3 Lnorm = L/distanceToL;
return max(0.0,dot(normal,Lnorm)) * evaluateLight(pos);
}
*/
float HSM_rand(inout float r)
{
r = fract(3712.65 * r + 0.61432);
return (r - 0.5) * 2.0;
}
vec4 HSM_GetStoichaicBlurredSample(sampler2D in_sampler, vec2 in_coord, float num_samples, float max_blur_size, float blur_ratio)
{
if (num_samples < 1)
return texture(in_sampler, in_coord);
// Common value for max_blur_size is about 40
float p = blur_ratio * max_blur_size / global.SourceSize.y;
vec4 blurred_color = vec4(0.0);
// srand
float radius = sin(dot(in_coord, vec2(1233.224, 1743.335)));
vec2 radius_vector;
for(int i=0; i < num_samples; i++)
{
radius_vector.x = HSM_rand(radius);
radius_vector.y = HSM_rand(radius);
vec2 sample_coord = in_coord + radius_vector * p;
blurred_color += texture(in_sampler, sample_coord) / num_samples;
}
return blurred_color;
}
float HSM_GetScreenIndex(vec2 viewport_coord)
{
float out_index = 1;
float output_aspect = global.FinalViewportSize.x / global.FinalViewportSize.y;
if (HSM_DUALSCREEN_MODE == 0)
out_index = 1;
if (HSM_DUALSCREEN_MODE == 1)
out_index = (viewport_coord.y < 0.5 + HSM_DUALSCREEN_VIEWPORT_SPLIT_LOCATION / output_aspect) ? 1 : 2;
if (HSM_DUALSCREEN_MODE == 2)
out_index = (viewport_coord.x < 0.5 + HSM_DUALSCREEN_VIEWPORT_SPLIT_LOCATION / output_aspect) ? 1 : 2;
return out_index;
}
vec4 HSM_UpdateGlobalScreenValuesFromCache(sampler2D in_cache_pass, sampler2D in_cache_feedback_pass, vec2 vTexCoord)
{
vec2 flipped_viewport_coord = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
SCREEN_INDEX = HSM_GetScreenIndex(flipped_viewport_coord);
CORE_SIZE = global.CorePassSize.xy;
CORE_FEEDBACK_SIZE = global.CorePassFeedbackSize.xy;
ROTATED_CORE_PREPPED_SIZE = HSM_GetRotatedNegativeCropAddedSize();
ROTATED_CORE_ORIGINAL_SIZE = HSM_GetRotatedCoreOriginalSize();
vec2 sample_coord = vec2(0);
vec4 texture_sample = vec4(0);
// Sample 1, 1
sample_coord = HSM_GetCacheSampleCoord(1, 1);
texture_sample = texture(in_cache_pass, sample_coord);
AVERAGE_LUMA = texture_sample.a;
if (SCREEN_INDEX == 1)
{
// Sample 2, 1
// r SCREEN_ASPECT
// ba SCREEN_SCALE
sample_coord = HSM_GetCacheSampleCoord(2, 1);
texture_sample = texture(in_cache_pass, sample_coord);
SCREEN_ASPECT = texture_sample.r;
SCREEN_SCALE = texture_sample.ba;
// Sample 2, 1 Feedback
// ba SCREEN_SCALE_FEEDBACK
texture_sample = texture(in_cache_feedback_pass, sample_coord);
SCREEN_SCALE_FEEDBACK = texture_sample.ba;
// Sample 3, 1
// rg TUBE_SCALE
// ba SCREEN_POS_OFFSET
sample_coord = HSM_GetCacheSampleCoord(3, 1);
texture_sample = texture(in_cache_pass, sample_coord);
TUBE_SCALE = texture_sample.rg;
SCREEN_POS_OFFSET = texture_sample.ba;
// Sample 3, 1 Feedback
// rg TUBE_SCALE_FEEDBACK
// ba SCREEN_POS_OFFSET_FEEDBACK
texture_sample = texture(in_cache_feedback_pass, sample_coord);
TUBE_SCALE_FEEDBACK = texture_sample.rg;
SCREEN_POS_OFFSET_FEEDBACK = texture_sample.ba;
// Sample 3, 4
// rg BLACK_EDGE_SCALE
sample_coord = HSM_GetCacheSampleCoord(3, 4);
texture_sample = texture(in_cache_pass, sample_coord);
BLACK_EDGE_SCALE = texture_sample.rg;
// Sample 4, 1
// rg CROPPED_ROTATED_SIZE_WITH_RES_MULT
sample_coord = HSM_GetCacheSampleCoord(4, 1);
texture_sample = texture(in_cache_pass, sample_coord);
CROPPED_ROTATED_SIZE_WITH_RES_MULT = texture_sample.rg;
// Sample 1, 2
// rg CROPPED_ROTATED_SIZE
// ba SAMPLE_AREA_START_PIXEL_COORD
sample_coord = HSM_GetCacheSampleCoord(1, 2);
texture_sample = texture(in_cache_pass, sample_coord);
CROPPED_ROTATED_SIZE = texture_sample.rg;
SAMPLE_AREA_START_PIXEL_COORD = texture_sample.ba;
}
// If we are in the section of the viewport which is the second screen
if (SCREEN_INDEX == 2)
{
// Sample 2, 1 Sample - 2nd Screen
// r SCREEN_ASPECT
// ba SCREEN_SCALE
sample_coord = HSM_GetCacheSampleCoord(2, 2);
texture_sample = texture(in_cache_pass, sample_coord);
SCREEN_ASPECT = texture_sample.r;
SCREEN_SCALE = texture_sample.gb;
// Sample 2, 1 Sample Feedback
// ba SCREEN_SCALE_FEEDBACK
texture_sample = texture(in_cache_feedback_pass, sample_coord);
SCREEN_SCALE_FEEDBACK = texture_sample.ba;
// Sample 3, 2 - 2nd Screen
// rg TUBE_SCALE
// ba SCREEN_POS_OFFSET
sample_coord = HSM_GetCacheSampleCoord(3, 2);
texture_sample = texture(in_cache_pass, sample_coord);
TUBE_SCALE = texture_sample.rg;
SCREEN_POS_OFFSET = texture_sample.ba;
// Sample 3, 2 Feedback
// rg TUBE_SCALE_FEEDBACK
// ba SCREEN_POS_OFFSET_FEEDBACK
texture_sample = texture(in_cache_feedback_pass, sample_coord);
TUBE_SCALE_FEEDBACK = texture_sample.rg;
SCREEN_POS_OFFSET_FEEDBACK = texture_sample.ba;
// Sample 3, 4
// rg BLACK_EDGE_SCALE
sample_coord = HSM_GetCacheSampleCoord(3, 4);
texture_sample = texture(in_cache_pass, sample_coord);
BLACK_EDGE_SCALE = texture_sample.ba;
// Sample 4, 2
// rg CROPPED_ROTATED_SIZE_WITH_RES_MULT
// sample_coord = vec2(0.875, 0.375);
sample_coord = HSM_GetCacheSampleCoord(4, 2);
texture_sample = texture(in_cache_pass, sample_coord);
CROPPED_ROTATED_SIZE_WITH_RES_MULT = texture_sample.rg;
// Sample 1, 3
// rg CROPPED_ROTATED_SIZE
// ba SAMPLE_AREA_START_PIXEL_COORD
// sample_coord = vec2(0.125, 0.675);
sample_coord = HSM_GetCacheSampleCoord(1, 3);
texture_sample = texture(in_cache_pass, sample_coord);
CROPPED_ROTATED_SIZE = texture_sample.rg;
SAMPLE_AREA_START_PIXEL_COORD = texture_sample.ba;
}
// Sample 2, 3 Sample
// rg CORE_SIZE
sample_coord = HSM_GetCacheSampleCoord(2, 3);
texture_sample = texture(in_cache_pass, sample_coord);
CORE_SIZE = texture_sample.rg;
// Sample 2, 3 Sample Feedback
// rg CORE_FEEDBACK_SIZE
texture_sample = texture(in_cache_feedback_pass, sample_coord);
CORE_FEEDBACK_SIZE = texture_sample.rg;
// Sample 3, 3
// rg VIEWPORT_SCALE
// ba VIEWPORT_POS
sample_coord = HSM_GetCacheSampleCoord(3, 3);
texture_sample = texture(in_cache_pass, sample_coord);
VIEWPORT_SCALE = texture_sample.rg;
VIEWPORT_POS = texture_sample.ba;
// Sample 3, 3 Feedback
// rg VIEWPORT_SCALE
// ba VIEWPORT_POS
texture_sample = texture(in_cache_feedback_pass, sample_coord);
VIEWPORT_SCALE_FEEDBACK = texture_sample.rg;
VIEWPORT_POS_FEEDBACK = texture_sample.ba;
// Sample 4, 3
// rg SCREEN_SCALE_2ND_SCREEN
// ba SCREEN_POS_OFFSET_2ND_SCREEN
sample_coord = HSM_GetCacheSampleCoord(4, 3);
texture_sample = texture(in_cache_pass, sample_coord);
SCREEN_SCALE_2ND_SCREEN = texture_sample.rg;
SCREEN_POS_OFFSET_2ND_SCREEN = texture_sample.ba;
// Sample 4, 3 Feedback
// rg SCREEN_SCALE_2ND_SCREEN_FEEDBACK
// ba SCREEN_POS_2ND_SCREEN_OFFSET_FEEDBACK
texture_sample = texture(in_cache_feedback_pass, sample_coord);
SCREEN_SCALE_2ND_SCREEN_FEEDBACK = texture_sample.rg;
SCREEN_POS_OFFSET_2ND_SCREEN_FEEDBACK = texture_sample.ba;
// Sample 1, 4
// r parameter_sum
sample_coord = HSM_GetCacheSampleCoord(1, 4);
texture_sample = texture(in_cache_pass, sample_coord);
float parameter_sum = texture_sample.r;
CURRENT_FRAME_FROM_CACHE_INFO = texture_sample.g;
ROTATED_DEREZED_SIZE = texture_sample.ba;
// Sample 1, 4 Feedback
// r parameter_sum_feedback
texture_sample = texture(in_cache_feedback_pass, sample_coord);
float parameter_sum_feedback = texture_sample.r;
// Sample 2, 4
// r NEGATIVE_CROP_EXPAND_MULTIPLIER
// g MAX_NEGATIVE_CROP
sample_coord = HSM_GetCacheSampleCoord(2, 4);
texture_sample = texture(in_cache_pass, sample_coord);
NEGATIVE_CROP_EXPAND_MULTIPLIER = texture_sample.r;
MAX_NEGATIVE_CROP = texture_sample.g;
USE_VERTICAL_SCANLINES = HSM_GetUseVerticalScanlines(SCREEN_ASPECT);
SCREEN_COORD = HSM_GetVTexCoordWithArgs(flipped_viewport_coord, SCREEN_SCALE, SCREEN_POS_OFFSET);
BLACK_EDGE_COORD = HSM_GetVTexCoordWithArgs(flipped_viewport_coord, BLACK_EDGE_SCALE, SCREEN_POS_OFFSET);
float param_sum_epsilon = 0.0000001;
CACHE_INFO_PARAM_SUM_CHANGED = (abs(parameter_sum - parameter_sum_feedback) > param_sum_epsilon);
return vec4(0);
}
bool HSM_GetIsInABCompareArea(vec2 viewport_coord)
{
float test_value = HSM_AB_COMPARE_AREA > 1.5 ? viewport_coord.y : viewport_coord.x;
float position = mod(HSM_AB_COMPARE_AREA, 2) == 1 ? (1 - HSM_AB_COMPARE_SPLIT_POSITION) : HSM_AB_COMPARE_SPLIT_POSITION;
return mod(HSM_AB_COMPARE_AREA, 2) == 0 && test_value < position ||
mod(HSM_AB_COMPARE_AREA, 2) == 1 && test_value > position;
}
bool HSM_CheckCacheInfoChanged()
{
float epsilon = 0.0001;
return (CORE_SIZE.x != CORE_FEEDBACK_SIZE.x
|| CORE_SIZE.y != CORE_FEEDBACK_SIZE.y
|| HSM_DUALSCREEN_MODE < 0.5 &&
(
abs(SCREEN_SCALE.x - SCREEN_SCALE_FEEDBACK.x) > epsilon
|| abs(SCREEN_SCALE.y - SCREEN_SCALE_FEEDBACK.y) > epsilon
)
|| abs(SCREEN_POS_OFFSET.x - SCREEN_POS_OFFSET_FEEDBACK.x) > epsilon
|| abs(SCREEN_POS_OFFSET.y - SCREEN_POS_OFFSET_FEEDBACK.y) > epsilon
|| HSM_DUALSCREEN_MODE > 0.5 &&
(
abs(SCREEN_SCALE_2ND_SCREEN.x - SCREEN_SCALE_2ND_SCREEN_FEEDBACK.x) > epsilon
|| abs(SCREEN_SCALE_2ND_SCREEN.y - SCREEN_SCALE_2ND_SCREEN_FEEDBACK.y) > epsilon
|| abs(SCREEN_POS_OFFSET_2ND_SCREEN.x - SCREEN_POS_OFFSET_2ND_SCREEN_FEEDBACK.x) > epsilon
|| abs(SCREEN_POS_OFFSET_2ND_SCREEN.y - SCREEN_POS_OFFSET_2ND_SCREEN_FEEDBACK.y) > epsilon
)
|| abs(TUBE_SCALE.x - TUBE_SCALE_FEEDBACK.x) > epsilon
|| abs(TUBE_SCALE.y - TUBE_SCALE_FEEDBACK.y) > epsilon
|| abs(VIEWPORT_SCALE.y - VIEWPORT_SCALE_FEEDBACK.x) > epsilon
|| abs(VIEWPORT_POS.x - VIEWPORT_POS_FEEDBACK.x) > epsilon
|| abs(VIEWPORT_POS.y - VIEWPORT_POS_FEEDBACK.y) > epsilon
|| CACHE_INFO_PARAM_SUM_CHANGED
);
}
vec4 HSM_GetMipmappedTexSample(sampler2D in_sampler, vec2 in_coord, vec2 in_scale, float in_blend_bias)
{
vec2 tex_size = textureSize(in_sampler, 0);
vec2 scaled_tex_size = in_scale * global.FinalViewportSize.xy;
float mipmap_lod = log2(tex_size.y / scaled_tex_size.y);
return textureLod(in_sampler, in_coord, mipmap_lod + in_blend_bias);
}
// Texture Sampler function which takes a coordinate in the cropped coordinate space
vec4 HSM_GetCroppedTexSample(sampler2D in_sampler, vec2 in_screen_coord)
{
vec2 core_prepped_size = HSM_GetRotatedNegativeCropAddedSize();
if (HSM_GetUseVerticalScanlines(SCREEN_ASPECT) > 0.5)
in_screen_coord.x += HSM_CORE_RES_SAMPLING_SHIFT_OPPOSITE_DIR /CROPPED_ROTATED_SIZE_WITH_RES_MULT.x;
else
in_screen_coord.y += HSM_CORE_RES_SAMPLING_SHIFT_OPPOSITE_DIR /CROPPED_ROTATED_SIZE_WITH_RES_MULT.y;
vec4 out_color = HSM_GetTexSampleFromSampleStartAndSize(in_sampler, in_screen_coord, SAMPLE_AREA_START_PIXEL_COORD, CROPPED_ROTATED_SIZE);
return out_color;
}
float HSM_GetVignetteFactor(vec2 coord, float amount, float size)
{
float orig_mamehlsl_amount = amount;
vec2 ctr_coord = coord - 0.5;
float vignette_length = length(ctr_coord * vec2(0.5 / size * global.OutputSize.x/global.OutputSize.y + 0.5, 1));
float vignette_blur = (orig_mamehlsl_amount * 0.75) + 0.25;
// 0.5 full screen fitting circle
float vignette_radius = 1.0 - (orig_mamehlsl_amount * 0.25);
float vignette = smoothstep(vignette_radius, vignette_radius - vignette_blur, vignette_length);
float vignette_multiplier = smoothstep(0, 0.05, amount);
return 1 - vignette_multiplier + vignette * vignette_multiplier;
}
float HSM_GetScreenVignetteFactor(vec2 in_coord)
{
vec2 vpos = HSM_GetMirrorWrappedCoord(in_coord);
vpos = (vpos - 0.5) / 1.01 + 0.5;
vpos *= 1.0 - vpos.xy;
float vig = vpos.x * vpos.y * HSM_SCREEN_VIGNETTE_STRENGTH;
vig = min(pow(vig, HSM_SCREEN_VIGNETTE_POWER), 1.0);
return vig;
}
bool HSM_GetUseOnCurrentScreenIndex(float dual_screen_vis_mode)
{
return dual_screen_vis_mode == SHOW_ON_DUALSCREEN_MODE_BOTH || dual_screen_vis_mode == SCREEN_INDEX;
}
bool HSM_GetUseScreenVignette()
{
return HSM_SCREEN_VIGNETTE_ON > 0.5 && HSM_GetUseOnCurrentScreenIndex(HSM_SCREEN_VIGNETTE_DUALSCREEN_VIS_MODE);
}
vec4 HSM_GetNightLightingMultiplyColor( vec2 in_coord, float hue, float saturation, float value, float contrast, float global_ambient_opacity, in sampler2D NightLightingImage )
{
vec4 lighting_image = vec4(0);
// if (HSM_AMBIENT_LIGHTING_DITHERING_SAMPLES > 0.5)
// {
// // Dithering if needed to reduce banding
// float blur_max_size = 1;
// float blur_amount = 0.2;
// lighting_image = HSM_GetStoichaicBlurredSample(NightLightingImage, in_coord.xy, HSM_AMBIENT_LIGHTING_DITHERING_SAMPLES, blur_max_size, blur_amount);
// }
// else
lighting_image = HSM_GetMipmappedTexSample(NightLightingImage, in_coord.xy, vec2(1), 0);
lighting_image = HSM_Linearize(lighting_image, DEFAULT_SRGB_GAMMA);
lighting_image = contrast * (lighting_image - 0.5) + 0.5;
// Do HSV alterations on the night lighting image
if (hue != 0 || saturation != 1 || value != 1)
{
vec3 night_lighting_image_hsv = HSM_RGBtoHSV(lighting_image.rgb);
night_lighting_image_hsv.x += hue;
night_lighting_image_hsv.y *= saturation;
night_lighting_image_hsv.z *= value;
lighting_image = vec4(HSM_HSVtoRGB(night_lighting_image_hsv), lighting_image.a);
}
lighting_image.rgb = mix( vec3(1), lighting_image.rgb, global_ambient_opacity );
return lighting_image;
}
bool HSM_Fill_Ambient_Images(vec2 VIEWPORT_COORD, vec2 VIEWPORT_UNSCALED_COORD, float in_swap_images, in sampler2D in_ambient_sampler, in sampler2D in_ambient2_sampler, inout vec4 ambient_lighting_image, inout vec4 ambient2_lighting_image)
{
ambient_lighting_image = vec4(1);
ambient2_lighting_image = vec4(1);
if (HSM_AMBIENT_LIGHTING_OPACITY > 0)
{
vec2 lighting_coord = GetSimpleImageScaledCoord(VIEWPORT_COORD,
VIEWPORT_UNSCALED_COORD,
in_ambient_sampler,
vec2(HSM_AMBIENT_LIGHTING_POSITION_X, HSM_AMBIENT_LIGHTING_POSITION_Y),
vec2(HSM_AMBIENT_LIGHTING_SCALE * HSM_AMBIENT_LIGHTING_SCALE_X, HSM_AMBIENT_LIGHTING_SCALE),
HSM_AMBIENT_LIGHTING_SCALE_WITH_ZOOM,
HSM_AMBIENT_LIGHTING_SCALE_KEEP_ASPECT,
HSM_AMBIENT_LIGHTING_MIRROR_HORZ,
HSM_AMBIENT_LIGHTING_ROTATE );
ambient_lighting_image = HSM_GetNightLightingMultiplyColor( lighting_coord,
HSM_AMBIENT_LIGHTING_HUE,
HSM_AMBIENT_LIGHTING_SATURATION,
HSM_AMBIENT_LIGHTING_VALUE,
HSM_AMBIENT_LIGHTING_CONTRAST,
HSM_AMBIENT_LIGHTING_OPACITY,
in_ambient_sampler );
}
if (HSM_AMBIENT2_LIGHTING_OPACITY > 0)
{
vec2 lighting2_coord = GetSimpleImageScaledCoord(VIEWPORT_COORD,
VIEWPORT_UNSCALED_COORD,
in_ambient2_sampler,
vec2(HSM_AMBIENT2_LIGHTING_POSITION_X, HSM_AMBIENT2_LIGHTING_POSITION_Y),
vec2(HSM_AMBIENT2_LIGHTING_SCALE * HSM_AMBIENT2_LIGHTING_SCALE_X, HSM_AMBIENT2_LIGHTING_SCALE),
HSM_AMBIENT2_LIGHTING_SCALE_WITH_ZOOM,
HSM_AMBIENT2_LIGHTING_SCALE_KEEP_ASPECT,
HSM_AMBIENT2_LIGHTING_MIRROR_HORZ,
HSM_AMBIENT2_LIGHTING_ROTATE );
ambient2_lighting_image = HSM_GetNightLightingMultiplyColor( lighting2_coord,
HSM_AMBIENT2_LIGHTING_HUE,
HSM_AMBIENT2_LIGHTING_SATURATION,
HSM_AMBIENT2_LIGHTING_VALUE,
HSM_AMBIENT2_LIGHTING_CONTRAST,
HSM_AMBIENT2_LIGHTING_OPACITY,
in_ambient2_sampler );
}
// if (in_swap_images == 1)
// {
// vec4 temp_image = ambient_lighting_image;
// ambient_lighting_image = ambient2_lighting_image;
// ambient2_lighting_image = temp_image;
// }
return true;
}
vec3 ApplyAmbientImages(vec3 base_image, vec3 ambient_image, vec3 ambient2_image, float blend_ambient, float blend_ambient2, float apply_in_add_mode, float layer_blend_mode, float swap_images)
{
vec3 outImage = base_image;
if (swap_images == 1)
{
vec3 temp_image = ambient_image;
ambient_image = ambient2_image;
ambient2_image = temp_image;
}
if ( (HSM_AMBIENT_LIGHTING_OPACITY > 0 || HSM_AMBIENT2_LIGHTING_OPACITY > 0) && (blend_ambient > 0 || blend_ambient2 > 0) )
{
if( apply_in_add_mode == 1 || layer_blend_mode != BLEND_MODE_ADD)
{
if (blend_ambient > 0)
{
outImage = (1 - blend_ambient) * outImage.rgb + blend_ambient * outImage.rgb * ambient_image.rgb;
}
if (blend_ambient2 > 0)
{
outImage = (1 - blend_ambient2) * outImage.rgb + blend_ambient2 * outImage.rgb * ambient2_image.rgb;
}
}
}
return outImage;
}
vec4 HSM_ApplyMonochrome(vec4 in_color)
{
vec4 out_color = in_color;
out_color.rgb = pow(out_color.rgb, HSM_MONOCHROME_GAMMA.xxx);
float luma = dot(out_color.rgb, vec3(0.299, 0.587, 0.114));
luma *= HSM_MONOCHROME_BRIGHTNESS;
vec3 mcolor = vec3(1.0);
if (HSM_MONOCHROME_MODE > 1.5) mcolor = (HSM_MONOCHROME_MODE > 2.5) ? vec3(0.2549, 1.0, 0.0) : vec3(1.0, 0.749, 0.0);
if (HSM_MONOCHROME_HUE_OFFSET != 0 || HSM_MONOCHROME_SATURATION != 0)
{
vec3 mcolor_hsv = HSM_RGBtoHSV(mcolor);
mcolor_hsv.x += HSM_MONOCHROME_HUE_OFFSET;
mcolor_hsv.y *= HSM_MONOCHROME_SATURATION;
mcolor = HSM_HSVtoRGB(mcolor_hsv);
}
out_color.rgb = pow(luma, 1.0/HSM_MONOCHROME_GAMMA) * mcolor;
return out_color;
}
float HSM_GetTubeDiffuseOpacity()
{
float tube_diffuse_opacity = HSM_TUBE_DIFFUSE_MODE < 1.5 ? HSM_TUBE_DIFFUSE_OPACITY : 0;
// If CRT Blend Mode is Multiply (2) then the tube must be fully opaque
if (HSM_CRT_BLEND_MODE == 2)
tube_diffuse_opacity = 1;
return tube_diffuse_opacity;
}
float HSM_Get_Screen_Black_Edge_Mask(vec2 screen_coord, bool apply_to_mirror)
{
if (apply_to_mirror)
screen_coord = HSM_GetMirrorWrappedCoord(screen_coord);
SCREEN_BLACK_EDGE_CURVED_COORD = HSM_GetCurvedCoord(screen_coord, HSM_TUBE_BLACK_EDGE_CURVATURE_SCALE, SCREEN_ASPECT);
SCREEN_MASK = HSM_GetCornerMask(((SCREEN_BLACK_EDGE_CURVED_COORD - 0.5) * 1.001) + 0.5, SCREEN_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_TUBE_BLACK_EDGE_CORNER_RADIUS_SCALE, HSM_TUBE_BLACK_EDGE_SHARPNESS);
return SCREEN_MASK;
}
vec3 HSM_ApplyAmbientImage(vec3 base_image, vec3 ambient_image, float layer_blend_amount)
{
if (layer_blend_amount > 0)
return (1 - layer_blend_amount) * base_image.rgb + layer_blend_amount * base_image.rgb * ambient_image.rgb;
else
return base_image;
}