mirror of
https://github.com/italicsjenga/slang-shaders.git
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440 lines
23 KiB
C++
440 lines
23 KiB
C++
/*
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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 <https://www.gnu.org/licenses/>.
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*/
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/////////////// IMPORTS ///////////////
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#include "common/common-functions-bezel.inc"
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vec2 VIEWPORT_COORD = vec2(0.5);
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/////////////// Helper Functions ///////////////
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layout(push_constant) uniform Push
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{
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vec4 BR_MirrorBlurredPassSize;
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vec4 BR_MirrorReflectionDiffusedPassSize;
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vec4 BR_MirrorFullscreenGlowPassSize;
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} params;
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//TODO remove this and replace with simpler calls
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float GetFade(float current_position, float corner_position, float fade_distance)
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{
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return smoothstep(corner_position + fade_distance / 2, corner_position - fade_distance / 2, current_position);
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 6) out vec2 vTexCoord;
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layout(location = 7) out vec2 UNFLIPPED_VIEWPORT_COORD;
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layout(location = 8) out vec3 BEZEL_FRAME_ORIGINAL_COLOR_RGB;
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//////////////////////////////////////////////////////////////////////////////////////////////////
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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UNFLIPPED_VIEWPORT_COORD = vTexCoord * 1.0001;
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vTexCoord * 1.0001;
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// Not sure why we need linearize this but it seems to have a smoother range this way
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BEZEL_FRAME_ORIGINAL_COLOR_RGB = HSM_Linearize(vec4(HSM_HSVtoRGB(vec3(HSM_BZL_COLOR_HUE, HSM_BZL_COLOR_SATURATION, HSM_BZL_COLOR_VALUE)), 1), DEFAULT_SRGB_GAMMA).rgb;
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma stage fragment
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layout(location = 6) in vec2 vTexCoord;
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layout(location = 7) in vec2 UNFLIPPED_VIEWPORT_COORD;
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layout(location = 8) in vec3 BEZEL_FRAME_ORIGINAL_COLOR_RGB;
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layout(location = 0) out vec4 FragColor;
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// Pass Framebuffer Textures
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layout(set = 0, binding = 1) uniform sampler2D InfoCachePass;
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layout(set = 0, binding = 3) uniform sampler2D NightLightingImage;
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layout(set = 0, binding = 4) uniform sampler2D NightLighting2Image;
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layout(set = 0, binding = 5) uniform sampler2D BackgroundImage;
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layout(set = 0, binding = 6) uniform sampler2D ReflectionMaskImage;
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layout(set = 0, binding = 7) uniform sampler2D TubeStaticReflectionImage;
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layout(set = 0, binding = 8) uniform sampler2D TubeColoredGelImage;
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layout(set = 0, binding = 9) uniform sampler2D MBZ_PostCRTPass;
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layout(set = 0, binding = 10) uniform sampler2D BR_MirrorBlurredPass;
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layout(set = 0, binding = 11) uniform sampler2D BR_MirrorReflectionDiffusedPass;
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layout(set = 0, binding = 12) uniform sampler2D BR_MirrorFullscreenGlowPass;
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layout(set = 0, binding = 13) uniform sampler2D BR_CRTAndReflectionPassFeedback;
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#define PassFeedback BR_CRTAndReflectionPassFeedback
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//////////////////////////////////////////////////////////////////////////////////////////////////
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void main()
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{
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if (HSM_AB_COMPARE_FREEZE_CRT_TUBE == 1 && HSM_GetIsInABCompareArea(vTexCoord))
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{
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FragColor = texture(PassFeedback, vTexCoord);
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return;
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}
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VIEWPORT_UNSCALED_COORD = HSM_GetViewportCoordWithFlip(vTexCoord);
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VIEWPORT_COORD = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
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HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
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// Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area
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HSM_GetBezelCoords(TUBE_DIFFUSE_COORD,
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TUBE_DIFFUSE_SCALE,
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TUBE_SCALE,
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TUBE_DIFFUSE_ASPECT,
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true,
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BEZEL_OUTSIDE_SCALE,
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BEZEL_OUTSIDE_COORD,
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BEZEL_OUTSIDE_CURVED_COORD,
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FRAME_OUTSIDE_CURVED_COORD);
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if (HHLP_IsOutsideCoordSpace(BEZEL_OUTSIDE_COORD))
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{
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FragColor = vec4(0);
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return;
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}
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float avg_lum_mult = smoothstep(0.01, 0.5, pow(AVERAGE_LUMA, 1.3));
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//----------------------------------------------------
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// CRT Pass
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//----------------------------------------------------
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// Get the CRT pass and make it in linear space & mask the area outside the screen
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vec4 crt_linear = HSM_Linearize(texture(MBZ_PostCRTPass, UNFLIPPED_VIEWPORT_COORD.xy), DEFAULT_CRT_GAMMA);
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crt_linear = HSM_ApplyGamma(crt_linear, DEFAULT_CRT_GAMMA / DEFAULT_SRGB_GAMMA);
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vec4 blurred_reflection_color = HHLP_GetBilinearTextureSample(BR_MirrorBlurredPass, UNFLIPPED_VIEWPORT_COORD.xy, params.BR_MirrorBlurredPassSize);
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vec2 tube_curved_coord = HSM_GetTubeCurvedCoord(TUBE_DIFFUSE_COORD, 1, TUBE_DIFFUSE_SCALE, TUBE_SCALE, TUBE_DIFFUSE_ASPECT, 1);
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vec2 tube_curved_coord_ctr = tube_curved_coord - 0.5;
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vec2 edge_mask_coord = tube_curved_coord_ctr * (1 - (HSM_BZL_INNER_EDGE_THICKNESS / vec2(TUBE_DIFFUSE_ASPECT, 1))) + 0.5;
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float bezel_corner_radius = HSM_BZL_INNER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS;
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if(HSM_BZL_USE_INDEPENDENT_CURVATURE > 0)
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bezel_corner_radius = HSM_BZL_INNER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS;
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float edge_mask = HSM_GetCornerMask(edge_mask_coord, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, HSM_BZL_INNER_EDGE_SHARPNESS);
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float outside_tube_mask = 1 - HSM_GetCornerMask(tube_curved_coord, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.99);
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TUBE_MASK = 1 - outside_tube_mask;
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OUTSIDE_BEZEL_MASK = 1 - HSM_GetCornerMask(BEZEL_OUTSIDE_CURVED_COORD, TUBE_DIFFUSE_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_BZL_OUTER_CORNER_RADIUS_SCALE, 0.9);
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//----------------------------------------------------
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// Calculate Outside mapping Coords
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//----------------------------------------------------
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/* This first big chunk is to get a mapping of the space outside of the screen which is continuous
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This is more complicated than you would expect because since we are using curved coordinates
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there are discontinuities outside the normal screen corners, e.g. where x > 1 and y > 1
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So instead of trying to use the coordinates from the screen/tube we use a larger space
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and subtract the screen space to see how far we are outside of the sreen
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*/
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// Additional scale to be applied to the tube scale to create an expanded mapping area
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float outermap_scale = 2.3;
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// Get a range width from the outer tube edge to the outer edge of the outermap
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float outermap_range = 0.5 * outermap_scale * 0.7;
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vec2 outermap_screen_size_from_center = vec2(0.5, 0.5);
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vec2 outermap_warped_outside_screen_vector = (tube_curved_coord_ctr - clamp(tube_curved_coord_ctr, -0.490, 0.490)) * vec2(1 / TUBE_DIFFUSE_ASPECT, 1);
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float output_aspect = global.OutputSize.x / global.OutputSize.y;
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float outside_ratio_warped = clamp(length(outermap_warped_outside_screen_vector) / outermap_range, 0, 1);
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vec2 outermap_screen_corner_ctr_coord = vec2(0.5, -0.5);
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// Get a coordinate offset so it is centered around the corner
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vec2 outermap_coord_warped_ctr_at_screen_corner = abs(tube_curved_coord_ctr) - vec2(0.5);
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//----------------------------------------------------
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// Calculate Corner Highlight Mask
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//----------------------------------------------------
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const float pi = 3.1415;
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// Get amount to shift the point at the outer corner to match the overall position offset
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vec2 pos_shift_offset = vec2(0, HSM_BZL_OUTER_POSITION_Y) * TUBE_DIFFUSE_SCALE.y / outermap_scale;
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pos_shift_offset *= tube_curved_coord.y > 0.5 ? 1 : -1;
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// Get the direction vector from the inner corner of the bezel pointing at the outer corner
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vec2 corner_crease_dir = (outermap_screen_corner_ctr_coord + pos_shift_offset) / vec2(HSM_BZL_HEIGHT + 1, HSM_BZL_WIDTH + 1) - (outermap_screen_corner_ctr_coord) ;
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corner_crease_dir *= vec2(TUBE_DIFFUSE_ASPECT, 1);
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float aspect_corner_length_scale_offset = TUBE_DIFFUSE_ASPECT > 1 ? 0.9 : 1.5;
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float corner_crease_length = length(corner_crease_dir * aspect_corner_length_scale_offset);
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// A hack to adjust the angle offset, because without it the corner angle isn't pointing exactly at the corner
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// This offset is the opposite direction for vertical and horizontal aspect ratio
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float corner_rotation_offset = (SCREEN_COORD.y < 0.5) ? -HSM_REFLECT_CORNER_ROTATION_OFFSET_TOP : -HSM_REFLECT_CORNER_ROTATION_OFFSET_BOTTOM;
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if (HSM_CURVATURE_MODE == 0)
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// If we are using a 3d Curvature no offset is necessary
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corner_rotation_offset += (TUBE_DIFFUSE_ASPECT > 1) ? 2 : 3;
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// Convert direction vector to an angle so we can rotate the corner crease direction
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float corner_angle_degrees = atan(corner_crease_dir.y / corner_crease_dir.x) / (2 * pi) * 360;
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corner_angle_degrees += corner_rotation_offset;
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float corner_angle_radians = corner_angle_degrees / 360 * 2 * pi;
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corner_crease_dir = vec2(cos(corner_angle_radians), sin(corner_angle_radians));
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// Get the distance perpendicular to the crease direction so we can use it to fade later
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float distance_from_crease = HHLP_GetDistanceToLine(outermap_coord_warped_ctr_at_screen_corner.x, outermap_coord_warped_ctr_at_screen_corner.y, 1, corner_crease_dir.y / corner_crease_dir.x, 0 );
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float fade_out_to_corner = HHLP_QuadraticBezier(clamp(length(outermap_warped_outside_screen_vector) / (corner_crease_length * 2), 0, 1), vec2(0.5, HSM_REFLECT_CORNER_SPREAD_FALLOFF / 100));
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float corner_fade_width_inner = HSM_REFLECT_CORNER_INNER_SPREAD * (TUBE_DIFFUSE_SCALE.x + TUBE_DIFFUSE_SCALE.y) * bezel_corner_radius / 10 / 250 * 1.2;
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float corner_fade_width_outer = HSM_REFLECT_CORNER_OUTER_SPREAD * (TUBE_DIFFUSE_SCALE.x + TUBE_DIFFUSE_SCALE.y) * HSM_GLOBAL_CORNER_RADIUS * HSM_BZL_OUTER_CORNER_RADIUS_SCALE / 10 / 250 * 1.6;
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float corner_fade_width = (corner_fade_width_inner + fade_out_to_corner * (corner_fade_width_outer - corner_fade_width_inner));
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// Get a vector perpendicular to the crease that we can shift the crease to blend between bottom/top and sides
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vec2 corner_crease_perp_dir = normalize(vec2(corner_crease_dir.y, corner_crease_dir.x));
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vec2 corner_coord_shifted = outermap_coord_warped_ctr_at_screen_corner - corner_crease_perp_dir * corner_fade_width / 2;
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vec2 corner_crease_dir_shifted = corner_crease_dir - corner_crease_perp_dir * corner_fade_width / 2;
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// Get the distance to this shifted crease
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float distance_from_crease_shifted = HHLP_GetDistanceToLine(corner_coord_shifted.x, corner_coord_shifted.y, 1, corner_crease_dir_shifted.y / corner_crease_dir_shifted.x, 0 );
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float top_half_mask = smoothstep(0.55, 0.5, tube_curved_coord.y);
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// Get a mask which transitions between sides and top/bottom at the corner crease
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float top_bottom_vs_sides_mask = dot(normalize(corner_coord_shifted), normalize(corner_crease_dir_shifted)) > 0 ? 1 - smoothstep(0, corner_fade_width / 2, distance_from_crease_shifted) : 1;
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// Masks isolating specific parts
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float sides_mask = 1 - top_bottom_vs_sides_mask;
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float top_mask = top_half_mask * top_bottom_vs_sides_mask;
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float bottom_mask = (1 -top_half_mask) * top_bottom_vs_sides_mask;
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float corner_mask = smoothstep(corner_fade_width / 2, 0, distance_from_crease);
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float top_corner_mask = corner_mask * top_half_mask;
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float bottom_corner_mask = corner_mask * (1 - top_half_mask);
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float frame_inner_edge_mask = (HSM_FRM_INNER_EDGE_THICKNESS == 0) ? 0 : 1 - HSM_GetCornerMask( (BEZEL_OUTSIDE_CURVED_COORD - 0.5) * (1 + (HSM_FRM_INNER_EDGE_THICKNESS / vec2(TUBE_DIFFUSE_ASPECT, 1))) + 0.5,
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TUBE_DIFFUSE_ASPECT,
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HSM_GLOBAL_CORNER_RADIUS * HSM_BZL_OUTER_CORNER_RADIUS_SCALE,
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0.9);
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float outside_tube_mask_wider = 1 - HSM_GetCornerMask(tube_curved_coord_ctr * 0.996 + 0.5, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.9);
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float tube_shadow_mask = HSM_GetCornerMask(tube_curved_coord_ctr + 0.5, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0);
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float tube_edge_shadow_mult = HSM_BZL_INNER_EDGE_SHADOW * (tube_shadow_mask) + (1 - HSM_BZL_INNER_EDGE_SHADOW);
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crt_linear.rgb *= tube_edge_shadow_mult * (1 - outside_tube_mask_wider);
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float edge_highlight_mask = 0;
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// ----------------------------------------------------
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// Generated Bezel
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// ----------------------------------------------------
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float hmbz_bezel_highlight_edge = 0.9;
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float hmbz_bezel_highlight_top = 0.2;
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float hmbz_bezel_highlight_bottom = 0.3;
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float hmbz_bezel_highlight_sides = 0.2;
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float hmbz_bezel_edge_highlight_width = 0.8;
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if (HSM_GLASS_BORDER_ON == 1)
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hmbz_bezel_edge_highlight_width = 0.55;
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float edge_top_center_highlight_mask = hmbz_bezel_highlight_top * top_mask * HHLP_QuadraticBezier(smoothstep(hmbz_bezel_edge_highlight_width, 0, abs(tube_curved_coord_ctr.x)), vec2(0.8, 0));
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float edge_bottom_center_highlight_mask = hmbz_bezel_highlight_bottom * bottom_mask * HHLP_QuadraticBezier(smoothstep(hmbz_bezel_edge_highlight_width, 0, abs(tube_curved_coord_ctr.x)), vec2(0.8, 0));
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float edge_sides_highlight_mask = hmbz_bezel_highlight_sides * sides_mask * HHLP_QuadraticBezier(smoothstep(hmbz_bezel_edge_highlight_width, 0, abs(tube_curved_coord_ctr.y)), vec2(0.8, 0));
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if (HSM_GLASS_BORDER_ON == 1)
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{
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edge_top_center_highlight_mask = 0.6 * top_mask * HHLP_QuadraticBezier(smoothstep(hmbz_bezel_edge_highlight_width, 0, abs(tube_curved_coord_ctr.x)), vec2(0.8, 1));
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edge_bottom_center_highlight_mask = bottom_mask * HHLP_QuadraticBezier(smoothstep(hmbz_bezel_edge_highlight_width, 0, abs(tube_curved_coord_ctr.x)), vec2(0.8, 1));
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edge_sides_highlight_mask = 0.7 * sides_mask * HHLP_QuadraticBezier(smoothstep(hmbz_bezel_edge_highlight_width, 0, abs(tube_curved_coord_ctr.y)), vec2(0.8, 1));
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}
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edge_highlight_mask = hmbz_bezel_highlight_edge * edge_mask * (edge_top_center_highlight_mask + edge_bottom_center_highlight_mask + edge_sides_highlight_mask);
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//----------------------------------------------------
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// Reflection
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//----------------------------------------------------
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vec4 reflection_color = vec4(0);
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vec4 edge_reflection_color = vec4(0);
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vec4 glass_border_edge_color = vec4(0);
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vec4 edge_fullscreen_glow = vec4(0);
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if (HSM_REFLECT_GLOBAL_AMOUNT > 0)
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{
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// Corner Mask for Specular highlights
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float fade_out_to_corner = smoothstep(0 + HSM_REFLECT_CORNER_FADE_DISTANCE / 2, 0 - HSM_REFLECT_CORNER_FADE_DISTANCE / 2, outside_ratio_warped);
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float corner_fade_mask = (top_corner_mask + bottom_corner_mask) * (HSM_REFLECT_CORNER_FADE) * fade_out_to_corner * 2;
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corner_fade_mask *= 1 - frame_inner_edge_mask;
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// Radial fade - fading away from the edges of the screen
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float radial_fade_speed = 100;
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float radial_fade_sides = 1 - HHLP_QuadraticBezier(clamp((outside_ratio_warped / (HSM_REFLECT_RADIAL_FADE_WIDTH)), 0, 1), vec2(1 - (radial_fade_speed / 100), 1));
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float radial_fade_top_bottom = 1 - HHLP_QuadraticBezier(clamp((outside_ratio_warped / (HSM_REFLECT_RADIAL_FADE_HEIGHT)), 0, 1), vec2(1 - (radial_fade_speed / 100), 1));
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float radial_fade_mask = clamp((1 - sides_mask) * radial_fade_top_bottom
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+ sides_mask * radial_fade_sides, 0, 1);
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float radial_inner_fade_mask = clamp(0.3 + 0.7 * HHLP_QuadraticBezier(smoothstep(0.01, 0.3, outside_ratio_warped / (HSM_REFLECT_RADIAL_FADE_WIDTH)), vec2(0.1, 0.3)), 0, 1);
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// Lateral fade - Fading left to right across the bottom or top to bottom along the sides
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float distance_ratio = smoothstep(0, 0.075, outside_ratio_warped);
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float lateral_outer_fade_distance = HSM_REFLECT_LATERAL_OUTER_FADE_DISTANCE;
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lateral_outer_fade_distance = 0.5 * lateral_outer_fade_distance + distance_ratio * 0.5 * lateral_outer_fade_distance;
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float lateral_fade_mask = (1 - sides_mask) * GetFade(abs(tube_curved_coord_ctr.x) + (HSM_REFLECT_LATERAL_OUTER_FADE_POSITION) / TUBE_DIFFUSE_ASPECT,
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outermap_screen_size_from_center.x,
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outermap_screen_size_from_center.x * lateral_outer_fade_distance)
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+ sides_mask * GetFade(abs(tube_curved_coord_ctr.y) + (HSM_REFLECT_LATERAL_OUTER_FADE_POSITION) / TUBE_DIFFUSE_ASPECT,
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outermap_screen_size_from_center.y,
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outermap_screen_size_from_center.y * lateral_outer_fade_distance);
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vec2 screen_coord_ctr = SCREEN_COORD - 0.5;
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float combined_fade_mask = radial_fade_mask * lateral_fade_mask;
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// Put all the fades together into one mask
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float final_fade_mask = clamp(HSM_REFLECT_FADE_AMOUNT * combined_fade_mask, 0, 1) + 1 - HSM_REFLECT_FADE_AMOUNT;
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float stoichaic_blur_samples = HSM_REFLECT_NOISE_SAMPLES;
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float noise_falloff = 0.3;
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float stoichaic_blur_max = HHLP_QuadraticBezier(outside_ratio_warped, vec2(0, noise_falloff)) * 3;
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float stoichaic_blur_amount = HSM_REFLECT_NOISE_SAMPLE_DISTANCE;
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// vec4 fullscreen_blurred_sampled_color = HSM_GetStoichaicBlurredSample(BR_MirrorFullscreenGlowPass, VIEWPORT_COORD.xy, stoichaic_blur_samples, (1 - corner_mask) * stoichaic_blur_max * 3, stoichaic_blur_amount);
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vec4 fullscreen_blurred_sampled_color = HHLP_GetBilinearTextureSample(BR_MirrorFullscreenGlowPass, UNFLIPPED_VIEWPORT_COORD.xy, params.BR_MirrorFullscreenGlowPassSize);
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vec4 corner_reflection_color = fullscreen_blurred_sampled_color;
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vec4 fullscreen_glow_color = pow(fullscreen_blurred_sampled_color, vec4(HSM_REFLECT_FULLSCREEN_GLOW_GAMMA));
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vec4 diffused_reflection_color = HHLP_GetBilinearTextureSample(BR_MirrorReflectionDiffusedPass, UNFLIPPED_VIEWPORT_COORD.xy, params.BR_MirrorReflectionDiffusedPassSize);
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vec4 diffused_reflection_scatter_color = HSM_GetStoichaicBlurredSample(BR_MirrorReflectionDiffusedPass, UNFLIPPED_VIEWPORT_COORD.xy, stoichaic_blur_samples, stoichaic_blur_max, stoichaic_blur_amount);
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vec4 diffused_reflection_blended_color = mix(diffused_reflection_color, diffused_reflection_scatter_color, HSM_REFLECT_NOISE_AMOUNT);
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vec4 blurred_reflection_scatter_color = HSM_GetStoichaicBlurredSample(BR_MirrorBlurredPass, UNFLIPPED_VIEWPORT_COORD.xy, stoichaic_blur_samples, stoichaic_blur_max, stoichaic_blur_amount);
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vec4 blurred_reflection_blended_color = mix(blurred_reflection_color, blurred_reflection_scatter_color, HSM_REFLECT_NOISE_AMOUNT);
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// Add Fullscreen Glow
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float lateral_fade_outer_mask_for_glow = (lateral_fade_mask - 1) * 0.8 + 1;
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//Combine diffused and undiffused reflection
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vec4 bezel_reflection_color = (HSM_REFLECT_DIRECT_AMOUNT * blurred_reflection_blended_color + HSM_REFLECT_DIFFUSED_AMOUNT * diffused_reflection_blended_color) * final_fade_mask;
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// Add Reflection from corners which is sampled from the fullscreen glow
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bezel_reflection_color += HSM_REFLECT_CORNER_FADE * 100 * corner_reflection_color * corner_fade_mask;
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// Add Fullscreen Glow
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bezel_reflection_color += HSM_REFLECT_FULLSCREEN_GLOW * 1.5 * fullscreen_glow_color * radial_inner_fade_mask * lateral_fade_outer_mask_for_glow;
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// Add Bezel and Edge reflection together
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edge_reflection_color = 1.25 * HSM_REFLECT_BEZEL_INNER_EDGE_AMOUNT * (blurred_reflection_color + 0.50 * diffused_reflection_color);
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float reflection_area_mask = outside_tube_mask;
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// Edge Reflection
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if (HSM_GLASS_BORDER_ON == 1)
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{
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float vignette_shadow_mask = 0.75 * HHLP_QuadraticBezier(1 - HSM_GetVignetteFactor(VIEWPORT_COORD, HSM_REFLECT_VIGNETTE_AMOUNT, HSM_REFLECT_VIGNETTE_SIZE), vec2(1, 0.5));
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vignette_shadow_mask += 0.5 * HSM_REFLECT_VIGNETTE_AMOUNT * HHLP_QuadraticBezier(smoothstep(outside_ratio_warped, 0, 0.1), vec2(1, 0.5));
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reflection_color += (1 - vignette_shadow_mask) * bezel_reflection_color;
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reflection_area_mask *= outside_tube_mask_wider;
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}
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else
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{
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reflection_color += (1 - edge_mask) * bezel_reflection_color;
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reflection_color += edge_mask * (edge_reflection_color + HHLP_EasePowerIn(corner_mask, 1) * corner_reflection_color);
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}
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reflection_color = HSM_REFLECT_GLOBAL_AMOUNT * pow(reflection_color, vec4(HSM_REFLECT_GLOBAL_GAMMA_ADJUST));
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// Mask reflection to only appear inside the bezel
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reflection_color = clamp(reflection_color, 0, 1) * clamp(reflection_area_mask, 0, 1);
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if (HSM_GLASS_BORDER_ON == 1)
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{
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glass_border_edge_color = HSM_REFLECT_GLOBAL_AMOUNT * pow(edge_reflection_color, vec4(HSM_REFLECT_GLOBAL_GAMMA_ADJUST));
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reflection_color = mix(reflection_color, glass_border_edge_color, edge_mask * outside_tube_mask);
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}
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// Edge Full Screen Glow
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// Add Small amount of static glow on the edge (So when the screen is dark there is some highlight) as well as dynamic light
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edge_fullscreen_glow = HSM_REFLECT_BEZEL_INNER_EDGE_FULLSCREEN_GLOW * edge_highlight_mask * outside_tube_mask * (vec4(0.005)
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+ (avg_lum_mult + 0.5) * (2 * fullscreen_glow_color + vec4(0.01)));
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// Add Diffused reflection on top of the glass inner edge
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if (HSM_GLASS_BORDER_ON == 1)
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edge_fullscreen_glow += HSM_REFLECT_BEZEL_INNER_EDGE_FULLSCREEN_GLOW * 0.5 * edge_highlight_mask * outside_tube_mask * diffused_reflection_color;
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reflection_color += clamp(edge_fullscreen_glow, 0, 1);
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reflection_color.a = 1;
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// Modulate amount of refleciton on frame inner edge
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reflection_color.rgb *= (1 - HSM_REFLECT_FRAME_INNER_EDGE_AMOUNT) * (1 - frame_inner_edge_mask) + HSM_REFLECT_FRAME_INNER_EDGE_AMOUNT;
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// TODO needs more work, needs Background Coord and Device Coord
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// // Apply the mask image on the reflection, usually used to show the uneven brightness of a bumpy surface
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// if (HSM_REFLECT_MASK_IMG_AMOUNT > 0)
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// {
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// vec2 reflection_image_coord = BACKGROUND_CURVED_COORD;
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// vec2 reflection_image_scale = BACKGROUND_SCALE;
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// if (HSM_REFLECT_MASK_FOLLOW_LAYER == 1)
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// {
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// reflection_image_coord = DEVICE_CURVED_COORD;
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// reflection_image_scale = DEVICE_SCALE;
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// }
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// float reflection_image = HSM_GetMipmappedTexSample(TubeColoredGelImage, mirrored_tube_coord, TUBE_SCALE, 0);
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// reflection_color *= HSM_REFLECT_MASK_IMG_AMOUNT * texture(ReflectionMaskImage, reflection_image_coord).r + (1 - HSM_REFLECT_MASK_IMG_AMOUNT);
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// }
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}
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crt_linear.rgb *= TUBE_MASK;
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crt_linear = clamp(crt_linear, 0, 1);
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#ifdef IS_GLASS_PRESET
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vec4 bg_image = HSM_GetMipmappedTexSample(BackgroundImage, VIEWPORT_COORD, vec2(1), 0);
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bg_image = HSM_Linearize(bg_image, DEFAULT_SRGB_GAMMA);
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bg_image.a *= outside_tube_mask_wider * (1 - edge_mask);
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vec4 frag_color_linear = crt_linear;
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frag_color_linear = HSM_BlendModeLayerMix(frag_color_linear, bg_image, HSM_BG_BLEND_MODE, HSM_BG_OPACITY);
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frag_color_linear += reflection_color;
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FragColor = HSM_ApplyGamma(clamp(frag_color_linear, 0, 1), DEFAULT_SRGB_GAMMA);
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return;
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#endif
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FragColor = crt_linear;
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FragColor.rgb += reflection_color.rgb;
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FragColor *= 1 - OUTSIDE_BEZEL_MASK;
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return;
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} |