slang-shaders/bezel/Mega_Bezel/shaders/base/phosphor-persistence.slang
fishcu 8f9aa4e8a0
Fix broken file paths (#468)
* Remove non standard characters; Remove unused test file

* Fix missing includes in shaders

* Fix some presets

* Fix copy of crt-super-xbr.slangp in MegaBezel

* Fix copy of FBNEO-Vertical__STD.slangp in MegaBezel

* Revert "Remove non standard characters; Remove unused test file"

This reverts commit 62d3cc1c5a.
2023-08-07 12:28:07 -05:00

108 lines
4.2 KiB
Plaintext

#version 450
/*
Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel
Copyright (C) 2019-2022 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 "common/globals.inc"
#include "common/params-0-screen-scale.inc"
#include "common/common-functions.inc"
//---------------------------------------------------------------------------------------------------
// PHOSPHOR PERSISTENCE
//---------------------------------------------------------------------------------------------------
#pragma parameter HSM_PERSISTENCE_TITLE "[ PHOSPHOR PERSISTENCE ]:" 0 0 0.01 0.01
#pragma parameter HSM_PHOSPHOR_PERSISTENCE_BLEND " Amount" 0 0 100 2
#define HSM_PHOSPHOR_PERSISTENCE_BLEND global.HSM_PHOSPHOR_PERSISTENCE_BLEND / 100
#pragma parameter HSM_PHOSPHOR_PERSISTENCE_RED " Red Persistence" 50 0 100 5
#define HSM_PHOSPHOR_PERSISTENCE_RED global.HSM_PHOSPHOR_PERSISTENCE_RED / 100
#pragma parameter HSM_PHOSPHOR_PERSISTENCE_GREEN " Green Persistence" 50 0 100 5
#define HSM_PHOSPHOR_PERSISTENCE_GREEN global.HSM_PHOSPHOR_PERSISTENCE_GREEN / 100
#pragma parameter HSM_PHOSPHOR_PERSISTENCE_BLUE " Blue Persistence" 50 0 100 5
#define HSM_PHOSPHOR_PERSISTENCE_BLUE global.HSM_PHOSPHOR_PERSISTENCE_BLUE / 100
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D PersistencePassFeedback;
#define previous_pass_feedback PersistencePassFeedback
#define eps 1e-3
vec4 HSM_ApplyPhosphorPersistence(vec4 in_color, vec4 prev_color, vec2 in_coord)
{
if (HSM_PHOSPHOR_PERSISTENCE_RED == 0 && HSM_PHOSPHOR_PERSISTENCE_GREEN == 0 && HSM_PHOSPHOR_PERSISTENCE_BLUE == 0)
return in_color;
vec3 persistence = vec3(HSM_PHOSPHOR_PERSISTENCE_RED, HSM_PHOSPHOR_PERSISTENCE_GREEN, HSM_PHOSPHOR_PERSISTENCE_BLUE);
float delta_time_red = clamp(5 - 5 * HHLP_EasePowerIn(abs(HSM_PHOSPHOR_PERSISTENCE_RED), 2) + 0.1, 0, 1);
float delta_time_green = clamp(5 - 5 * HHLP_EasePowerIn(abs(HSM_PHOSPHOR_PERSISTENCE_GREEN), 2) + 0.1, 0, 1);
float delta_time_blue = clamp(5 - 5 * HHLP_EasePowerIn(abs(HSM_PHOSPHOR_PERSISTENCE_BLUE), 2) + 0.1, 0, 1);
prev_color.r *= pow(persistence.r, delta_time_red);
prev_color.g *= pow(persistence.g, delta_time_green);
prev_color.b *= pow(persistence.b, delta_time_blue);
prev_color *= HSM_PHOSPHOR_PERSISTENCE_BLEND;
vec4 out_color = in_color;
out_color.r = max(prev_color.r, out_color.r);
out_color.g = max(prev_color.g, out_color.g);
out_color.b = max(prev_color.b, out_color.b);
return out_color;
}
void main()
{
FragColor = texture(Source, vTexCoord);
FragColor = HSM_Linearize(FragColor, DEFAULT_SRGB_GAMMA);
vec4 prev_color = texture(previous_pass_feedback, vTexCoord);
prev_color = HSM_Linearize(prev_color, DEFAULT_SRGB_GAMMA);
// Phosphor Persistence
FragColor = HSM_ApplyPhosphorPersistence(FragColor, prev_color, vTexCoord);
// FragColor = mix(texture(previous_pass_feedback, vTexCoord), texture(Source, vTexCoord), 0.5);
FragColor = HSM_Delinearize(FragColor, DEFAULT_SRGB_GAMMA);
}