slang-shaders/bezel/koko-aio/shaders-ng/ambi_temporal_pass.slang
2024-03-05 09:38:54 +01:00

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#version 450
/* This pass simulates the presence of a led strip placed on the back of the virtual screen */
#include "config.inc"
#include "includes/functions.include.slang"
#define PastSampler ambi_temporal_passFeedback
#define smp_internalness AMBI_SMP_INT_OFFSET //The distance between the screen border and the color sampling point
#define leds_per_strip 8 //How many leds per border
#define radius 0.001 //The base radius of the emitted light (tuned by user parameter later)
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float vLedBorder_min;
layout(location = 2) out float vLedBorder_max;
layout(location = 3) out float vLed_step;
layout(location = 4) out float lod;
layout(location = 5) out vec2 pre_pass_coords;
layout(location = 6) out float vIs_rotated;
layout(location = 7) out float vAMBI_STRETCH;
layout(location = 8) out float vAMBI_POWER;
layout(location = 9) out float vSmpBorder_min;
layout(location = 10) out float vSmpBorder_max;
layout(location = 11) out float vSmp_step;
layout(location = 12) out float vMod_FrameCount_FrameDivider;
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
//Min/Max points to sample colors:
vSmpBorder_min = smp_internalness;
vSmpBorder_max = 1.0-smp_internalness;
bool isrotated = is_rotated();
vIs_rotated = float(isrotated);
if (isrotated)
vAMBI_STRETCH = AMBI_STRETCH_VERTICAL;
else
vAMBI_STRETCH = AMBI_STRETCH;
//Move virtual leds position inside to compensate for widen effect
float led_internalness = AMBI_INT_OFFSET + (vAMBI_STRETCH *0.025);
//less internalness when using bezel:
led_internalness -= 0.07 * DO_BEZEL;
//led_internalness = -0.18 ;
//Min/Max points to show Leds;
vLedBorder_min=led_internalness;
vLedBorder_max=1.0-led_internalness;
vLed_step = (vLedBorder_max - vLedBorder_min) / (leds_per_strip-1);
vSmp_step = (vSmpBorder_max - vSmpBorder_min) / (leds_per_strip-1);
//Calc a lod for a texture sized led_strip x led_strip
lod = log2(global.flick_and_noise_passSize.y / leds_per_strip);
//Scale to the original aspect
float in_aspect = get_in_aspect();
float Do_Tate = need_tate(isrotated);
if ( need_NO_integer_scale() )
pre_pass_coords = get_scaled_coords_aspect(TexCoord,global.FinalViewportSize, in_aspect, isrotated) + vec2(0.00001);
else
pre_pass_coords = integer_scale(TexCoord, in_aspect, isrotated, Do_Tate, GAME_GEOM_INT_SCALE-1.0 ) ;
if (DO_GLOBAL_SHZO >0.5)
pre_pass_coords = zoom(pre_pass_coords + vec2(-GLOBAL_OFFX, -GLOBAL_OFFY), GLOBAL_ZOOM );
if (DO_GAME_GEOM_OVERRIDE > 0.5)
pre_pass_coords = content_geom_override(pre_pass_coords, GAME_GEOM_ASPECT, get_in_aspect(), GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM);
if (DO_BEZEL > 0.5)
pre_pass_coords = zoomout_coords(pre_pass_coords, -get_BEZEL_INNER_ZOOM());
//Every cycle counts!
vAMBI_POWER = AMBI_POWER -1;
//3.0 makes scene detection not working.
#define FRAME_DIVIDER 2.0
vMod_FrameCount_FrameDivider = mod(params.FrameCount, FRAME_DIVIDER);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float vLedBorder_min;
layout(location = 2) in float vLedBorder_max;
layout(location = 3) in float vLed_step;
layout(location = 4) in float lod;
layout(location = 5) in vec2 pre_pass_coords;
layout(location = 6) in float vIs_rotated;
layout(location = 7) in float vAMBI_STRETCH;
layout(location = 8) in float vAMBI_POWER;
layout(location = 9) in float vSmpBorder_min;
layout(location = 10) in float vSmpBorder_max;
layout(location = 11) in float vSmp_step;
layout(location = 12) in float vMod_FrameCount_FrameDivider;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D PastSampler;
layout(set = 0, binding = 2) uniform sampler2D avglum_pass;
layout(set = 0, binding = 3) uniform sampler2D avglum_passFeedback;
layout(set = 0, binding = 4) uniform sampler2D flick_and_noise_pass;
vec3 ambi_push_pass(vec2 coords, float f_lod) {
vec3 pixel_out = textureLod(flick_and_noise_pass, coords, f_lod).rgb;
pixel_out = pow(pixel_out, vec3(AMBI_GAMMA) );
pixel_out = pixel_push_luminance(pixel_out, vAMBI_POWER);
return pixel_out;
}
float fcircle_smooth(vec2 coords, vec2 middle, float f_radius, float FALLOFF) {
float fdistance = distance(middle, vec2(coords.x, coords.y));
return (1-smoothstep(f_radius-FALLOFF, f_radius+FALLOFF, fdistance));
}
#define tol_start 0.08 //skip tolerance
#define tol_end 1-tol_start
vec3 ambi_pre_pass(vec2 coords) {
if (DO_TILT == 1.0)
coords = tilt(coords, vIs_rotated, TILT_X);
//Skip coords in the rect "under the tube"
if (coords.x > tol_start &&
coords.x < tol_end &&
coords.y > tol_start &&
coords.y < tol_end)
return vec3(0.0);
//Stretch the lights?
float z1=distance(vec2(0.5,0.5), coords);
vec2 zoomed_coords = zoomxy(coords, vec2(1+z1));
coords = mix(coords, zoomed_coords, vAMBI_STRETCH*0.5);
float lAMBI_FALLOFF = AMBI_FALLOFF + (z1 * vAMBI_STRETCH*0.5);
//Finally, emulate leds.
vec3 pixel_out = vec3(0.0);
vec2 smp_point; //The coords where the source color is sampled
vec2 led_point; //The coords where the led is shown
//LEFT strip
led_point = vec2(vLedBorder_min);
smp_point = vec2(vSmpBorder_min);
for (int i=1 ; i <= leds_per_strip ; i++) {
float circle_shape = fcircle_smooth(coords, led_point, radius, lAMBI_FALLOFF);
vec3 circle_color = ambi_push_pass(smp_point, lod);
pixel_out += circle_shape * circle_color;
led_point.y += vLed_step;
smp_point.y += vSmp_step;
}
//RIGHT strip
led_point = vec2(vLedBorder_max, vLedBorder_min);
smp_point = vec2(vSmpBorder_max, vSmpBorder_min);
for (int i=1 ; i <= leds_per_strip ; i++) {
float circle_shape = fcircle_smooth(coords, led_point, radius, lAMBI_FALLOFF);
vec3 circle_color = ambi_push_pass(smp_point, lod);
pixel_out += circle_shape * circle_color;
led_point.y += vLed_step;
smp_point.y += vSmp_step;
}
//TOP strip
led_point = vec2(vLedBorder_min + vLed_step, vLedBorder_min);
smp_point = vec2(vSmpBorder_min + vSmp_step, vSmpBorder_min);
for (int i=1 ; i <= leds_per_strip-2 ; i++) {
float circle_shape = fcircle_smooth(coords, led_point, radius, lAMBI_FALLOFF);
vec3 circle_color = ambi_push_pass(smp_point, lod);
pixel_out += circle_shape * circle_color;
led_point.x += vLed_step;
smp_point.x += vSmp_step;
}
//BOTTOM strip
led_point = vec2(vLedBorder_min + vLed_step, vLedBorder_max);
smp_point = vec2(vSmpBorder_min + vSmp_step, vSmpBorder_max);
for (int i=1 ; i <= leds_per_strip-2 ; i++) {
float circle_shape = fcircle_smooth(coords, led_point, radius, lAMBI_FALLOFF);
vec3 circle_color = ambi_push_pass(smp_point, lod);
pixel_out += circle_shape * circle_color;
led_point.x += vLed_step;
smp_point.x += vSmp_step;
}
//pixel_out = pow(pixel_out, 1/vec3(AMBI_GAMMA));
return pow(pixel_out, 1/vec3(1+vAMBI_STRETCH));
}
#define MAX_STEPS AMBI_STEPS
float ambi_step(float start, float end, float mystep) {
float diff = start-end;
if (abs(diff) < mystep) return end;
//Does not worth to try to unbranch:
if (start >= end)
return start - mystep;
else
return start + mystep;
}
vec3 ambi_step_rgb(vec3 s,vec3 d, vec3 mystep){
//step fade from s to d
return vec3 ( ambi_step(s.r, d.r, mystep.r),
ambi_step(s.g, d.g, mystep.g),
ambi_step(s.b, d.b, mystep.b)
);
}
vec4 pixel_ambilight(vec2 local_pre_pass_coords) {
vec4 past_pixel_vec4 = texture(PastSampler, vTexCoord);
vec3 present_pixel = ambi_pre_pass(local_pre_pass_coords).rgb;
vec3 past_pixel = past_pixel_vec4.rgb;
float scene_change_remaining = past_pixel_vec4.a;
#ifndef D3D_WORKAROUND
float past_avg_lum = texture(avglum_passFeedback,vec2(0.25,0.25)).a;
float present_avg_lum = texture(avglum_pass ,vec2(0.25,0.25)).a;
float diff_avg_lum = abs(past_avg_lum - present_avg_lum);
if (diff_avg_lum >= AMBI_SCENE_CHG_THRSHLD) {
scene_change_remaining = 1/AMBI_FAST_STEP;
}
#endif
// Are we changing scene?
vec3 mystep;
if (scene_change_remaining > 0.0) {
mystep = vec3(max(1.0/MAX_STEPS, AMBI_FAST_STEP)); // <- Never slow down fades due to fast step when changing scene
scene_change_remaining -= AMBI_FAST_STEP;
} else {
mystep = abs((past_pixel - present_pixel) / MAX_STEPS); //OK
}
return vec4(ambi_step_rgb(past_pixel, present_pixel, mystep), scene_change_remaining);
}
void main() {
if (DO_AMBILIGHT != 1.0)
return;
//Nvidia + flycast core + glcore goes crazy with modulo operation and instead of returning 0,1,2 0,1,2 they returns 1,2,3 1,2,3 and so on.
//Don't check for != 0.0 here, but use != 1.0.
//Also this particular bug does not seem to happen in the last pass.
if ( vMod_FrameCount_FrameDivider != 1.0 ) {
vec4 past_sampler = texture(PastSampler, vTexCoord);
past_sampler = max(past_sampler, 0.0); // <- Sanitize input to avoid glitches when enabling the option runtime.
FragColor = past_sampler;
return;
}
FragColor = pixel_ambilight(pre_pass_coords);
}