#pragma once #include #include #include "SharedValues.hpp" inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string { return R"#( // shoutout me: I fixed this shader being a bit pixelated while watching hentai highp vec2 pixCoord = vec2(gl_FragCoord); pixCoord -= topLeft + fullSize * 0.5; pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0; pixCoord -= fullSize * 0.5 - radius; pixCoord += vec2(1.0, 1.0) / fullSize; // center the pix dont make it top-left // smoothing constant for the edge: more = blurrier, but smoother const float SMOOTHING_CONSTANT = )#" + std::format("{:.7f}", SHADER_ROUNDED_SMOOTHING_FACTOR) + R"#(; if (pixCoord.x + pixCoord.y > radius) { float dist = length(pixCoord); if (dist > radius + SMOOTHING_CONSTANT * 2.0) discard; if (dist > radius - SMOOTHING_CONSTANT * 2.0) { float dist = length(pixCoord); float normalized = 1.0 - smoothstep(0.0, 1.0, (dist - radius + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0)); )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * normalized; } } )#"; }; inline const std::string QUADVERTSRC = R"#( uniform mat3 proj; uniform vec4 color; attribute vec2 pos; attribute vec2 texcoord; attribute vec2 texcoordMatte; varying vec4 v_color; varying vec2 v_texcoord; varying vec2 v_texcoordMatte; void main() { gl_Position = vec4(proj * vec3(pos, 1.0), 1.0); v_color = color; v_texcoord = texcoord; v_texcoordMatte = texcoordMatte; })#"; inline const std::string QUADFRAGSRC = R"#( precision highp float; varying vec4 v_color; uniform vec2 topLeft; uniform vec2 fullSize; uniform float radius; void main() { vec4 pixColor = v_color; if (radius > 0.0) { )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#( } gl_FragColor = pixColor; })#"; inline const std::string TEXVERTSRC = R"#( uniform mat3 proj; attribute vec2 pos; attribute vec2 texcoord; varying vec2 v_texcoord; void main() { gl_Position = vec4(proj * vec3(pos, 1.0), 1.0); v_texcoord = texcoord; })#"; inline const std::string TEXVERTSRC320 = R"#(#version 320 es uniform mat3 proj; in vec2 pos; in vec2 texcoord; out vec2 v_texcoord; void main() { gl_Position = vec4(proj * vec3(pos, 1.0), 1.0); v_texcoord = texcoord; })#"; inline const std::string TEXFRAGSRCRGBA = R"#( precision highp float; varying vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; uniform float alpha; uniform vec2 topLeft; uniform vec2 fullSize; uniform float radius; uniform int discardOpaque; uniform int discardAlpha; uniform float discardAlphaValue; uniform int applyTint; uniform vec3 tint; void main() { vec4 pixColor = texture2D(tex, v_texcoord); if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) discard; if (discardAlpha == 1 && pixColor[3] <= discardAlphaValue) discard; if (applyTint == 1) { pixColor[0] = pixColor[0] * tint[0]; pixColor[1] = pixColor[1] * tint[1]; pixColor[2] = pixColor[2] * tint[2]; } if (radius > 0.0) { )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#( } gl_FragColor = pixColor * alpha; })#"; inline const std::string TEXFRAGSRCRGBAPASSTHRU = R"#( precision highp float; varying vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; void main() { gl_FragColor = texture2D(tex, v_texcoord); })#"; inline const std::string TEXFRAGSRCRGBAMATTE = R"#( precision highp float; varying vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; uniform sampler2D texMatte; void main() { gl_FragColor = texture2D(tex, v_texcoord) * texture2D(texMatte, v_texcoord)[0]; // I know it only uses R, but matte should be black/white anyways. })#"; inline const std::string TEXFRAGSRCRGBX = R"#( precision highp float; varying vec2 v_texcoord; uniform sampler2D tex; uniform float alpha; uniform vec2 topLeft; uniform vec2 fullSize; uniform float radius; uniform int discardOpaque; uniform int discardAlpha; uniform int discardAlphaValue; uniform int applyTint; uniform vec3 tint; void main() { if (discardOpaque == 1 && alpha == 1.0) discard; vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0); if (applyTint == 1) { pixColor[0] = pixColor[0] * tint[0]; pixColor[1] = pixColor[1] * tint[1]; pixColor[2] = pixColor[2] * tint[2]; } if (radius > 0.0) { )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#( } gl_FragColor = pixColor * alpha; })#"; inline const std::string FRAGBLUR1 = R"#( #version 100 precision highp float; varying highp vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; uniform float radius; uniform vec2 halfpixel; uniform int passes; uniform float vibrancy; uniform float vibrancy_darkness; // see http://alienryderflex.com/hsp.html const float Pr = 0.299; const float Pg = 0.587; const float Pb = 0.114; // Y is "v" ( brightness ). X is "s" ( saturation ) // see https://www.desmos.com/3d/a88652b9a4 // Determines if high brightness or high saturation is more important const float a = 0.93; const float b = 0.11; const float c = 0.66; // Determines the smoothness of the transition of unboosted to boosted colors // // http://www.flong.com/archive/texts/code/shapers_circ/ float doubleCircleSigmoid(float x, float a) { a = clamp(a, 0.0, 1.0); float y = .0; if (x <= a) { y = a - sqrt(a * a - x * x); } else { y = a + sqrt(pow(1. - a, 2.) - pow(x - 1., 2.)); } return y; } vec3 rgb2hsl(vec3 col) { float red = col.r; float green = col.g; float blue = col.b; float minc = min(col.r, min(col.g, col.b)); float maxc = max(col.r, max(col.g, col.b)); float delta = maxc - minc; float lum = (minc + maxc) * 0.5; float sat = 0.0; float hue = 0.0; if (lum > 0.0 && lum < 1.0) { float mul = (lum < 0.5) ? (lum) : (1.0 - lum); sat = delta / (mul * 2.0); } if (delta > 0.0) { vec3 maxcVec = vec3(maxc); vec3 masks = vec3(equal(maxcVec, col)) * vec3(notEqual(maxcVec, vec3(green, blue, red))); vec3 adds = vec3(0.0, 2.0, 4.0) + vec3(green - blue, blue - red, red - green) / delta; hue += dot(adds, masks); hue /= 6.0; if (hue < 0.0) hue += 1.0; } return vec3(hue, sat, lum); } vec3 hsl2rgb(vec3 col) { const float onethird = 1.0 / 3.0; const float twothird = 2.0 / 3.0; const float rcpsixth = 6.0; float hue = col.x; float sat = col.y; float lum = col.z; vec3 xt = vec3(0.0); if (hue < onethird) { xt.r = rcpsixth * (onethird - hue); xt.g = rcpsixth * hue; xt.b = 0.0; } else if (hue < twothird) { xt.r = 0.0; xt.g = rcpsixth * (twothird - hue); xt.b = rcpsixth * (hue - onethird); } else xt = vec3(rcpsixth * (hue - twothird), 0.0, rcpsixth * (1.0 - hue)); xt = min(xt, 1.0); float sat2 = 2.0 * sat; float satinv = 1.0 - sat; float luminv = 1.0 - lum; float lum2m1 = (2.0 * lum) - 1.0; vec3 ct = (sat2 * xt) + satinv; vec3 rgb; if (lum >= 0.5) rgb = (luminv * ct) + lum2m1; else rgb = lum * ct; return rgb; } void main() { vec2 uv = v_texcoord * 2.0; vec4 sum = texture2D(tex, uv) * 4.0; sum += texture2D(tex, uv - halfpixel.xy * radius); sum += texture2D(tex, uv + halfpixel.xy * radius); sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius); sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius); vec4 color = sum / 8.0; if (vibrancy == 0.0) { gl_FragColor = color; } else { // Invert it so that it correctly maps to the config setting float vibrancy_darkness1 = 1.0 - vibrancy_darkness; // Decrease the RGB components based on their perceived brightness, to prevent visually dark colors from overblowing the rest. vec3 hsl = rgb2hsl(color.rgb); // Calculate perceived brightness, as not boost visually dark colors like deep blue as much as equally saturated yellow float perceivedBrightness = doubleCircleSigmoid(sqrt(color.r * color.r * Pr + color.g * color.g * Pg + color.b * color.b * Pb), 0.8 * vibrancy_darkness1); float b1 = b * vibrancy_darkness1; float boostBase = hsl[1] > 0.0 ? smoothstep(b1 - c * 0.5, b1 + c * 0.5, 1.0 - (pow(1.0 - hsl[1] * cos(a), 2.0) + pow(1.0 - perceivedBrightness * sin(a), 2.0))) : 0.0; float saturation = clamp(hsl[1] + (boostBase * vibrancy) / float(passes), 0.0, 1.0); vec3 newColor = hsl2rgb(vec3(hsl[0], saturation, hsl[2])); gl_FragColor = vec4(newColor, color[3]); } } )#"; inline const std::string FRAGBLUR2 = R"#( #version 100 precision highp float; varying highp vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; uniform float radius; uniform vec2 halfpixel; void main() { vec2 uv = v_texcoord / 2.0; vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius); sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0; sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius); sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0; sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius); sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0; sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius); sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0; gl_FragColor = sum / 12.0; } )#"; inline const std::string FRAGBLURPREPARE = R"#( precision highp float; varying vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; uniform float contrast; uniform float brightness; float gain(float x, float k) { float a = 0.5 * pow(2.0 * ((x < 0.5) ? x : 1.0 - x), k); return (x < 0.5) ? a : 1.0 - a; } void main() { vec4 pixColor = texture2D(tex, v_texcoord); // contrast if (contrast != 1.0) { pixColor.r = gain(pixColor.r, contrast); pixColor.g = gain(pixColor.g, contrast); pixColor.b = gain(pixColor.b, contrast); } // brightness if (brightness > 1.0) { pixColor.rgb *= brightness; } gl_FragColor = pixColor; } )#"; inline const std::string FRAGBLURFINISH = R"#( precision highp float; varying vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; uniform float noise; uniform float brightness; float hash(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * 1689.1984); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); } void main() { vec4 pixColor = texture2D(tex, v_texcoord); // noise float noiseHash = hash(v_texcoord); float noiseAmount = (mod(noiseHash, 1.0) - 0.5); pixColor.rgb += noiseAmount * noise; // brightness if (brightness < 1.0) { pixColor.rgb *= brightness; } gl_FragColor = pixColor; } )#"; inline const std::string TEXFRAGSRCEXT = R"#( #extension GL_OES_EGL_image_external : require precision highp float; varying vec2 v_texcoord; uniform samplerExternalOES texture0; uniform float alpha; uniform vec2 topLeft; uniform vec2 fullSize; uniform float radius; uniform int discardOpaque; uniform int discardAlpha; uniform int discardAlphaValue; uniform int applyTint; uniform vec3 tint; void main() { vec4 pixColor = texture2D(texture0, v_texcoord); if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) discard; if (applyTint == 1) { pixColor[0] = pixColor[0] * tint[0]; pixColor[1] = pixColor[1] * tint[1]; pixColor[2] = pixColor[2] * tint[2]; } if (radius > 0.0) { )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#( } gl_FragColor = pixColor * alpha; } )#"; static const std::string FRAGGLITCH = R"#( precision highp float; varying vec2 v_texcoord; uniform sampler2D tex; uniform float time; // quirk: time is set to 0 at the beginning, should be around 10 when crash. uniform float distort; uniform vec2 screenSize; float rand(float co) { return fract(sin(dot(vec2(co, co), vec2(12.9898, 78.233))) * 43758.5453); } float rand(vec2 co) { return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453); } float noise(vec2 point) { vec2 floored = floor(point); vec2 fractal = fract(point); fractal = fractal * fractal * (3.0 - 2.0 * fractal); float mixed = mix( mix(rand(floored), rand(floored + vec2(1.0, 0.0)), fractal.x), mix(rand(floored + vec2(0.0,1.0)), rand(floored + vec2(1.0,1.0)), fractal.x), fractal.y); return mixed * mixed; } void main() { float ABERR_OFFSET = 4.0 * (distort / 5.5) * time; float TEAR_AMOUNT = 9000.0 * (1.0 - (distort / 5.5)); float TEAR_BANDS = 108.0 / 2.0 * (distort / 5.5) * 2.0; float MELT_AMOUNT = (distort * 8.0) / screenSize.y; float NOISE = abs(mod(noise(v_texcoord) * distort * time * 2.771, 1.0)) * time / 10.0; if (time < 2.0) NOISE = 0.0; float offset = (mod(rand(floor(v_texcoord.y * TEAR_BANDS)) * 318.772 * time, 20.0) - 10.0) / TEAR_AMOUNT; vec2 blockOffset = vec2(((abs(mod(rand(floor(v_texcoord.x * 37.162)) * 721.43, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0), ((abs(mod(rand(floor(v_texcoord.y * 45.882)) * 733.923, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0)); if (time < 3.0) blockOffset = vec2(0,0); float meltSeed = abs(mod(rand(floor(v_texcoord.x * screenSize.x * 17.719)) * 281.882, 1.0)); if (meltSeed < 0.8) { meltSeed = 0.0; } else { meltSeed *= 25.0 * NOISE; } float meltAmount = MELT_AMOUNT * meltSeed; vec2 pixCoord = vec2(v_texcoord.x + offset + NOISE * 3.0 / screenSize.x + blockOffset.x, v_texcoord.y - meltAmount + 0.02 * NOISE / screenSize.x + NOISE * 3.0 / screenSize.y + blockOffset.y); vec4 pixColor = texture2D(tex, pixCoord); vec4 pixColorLeft = texture2D(tex, pixCoord + vec2(ABERR_OFFSET / screenSize.x, 0)); vec4 pixColorRight = texture2D(tex, pixCoord + vec2(-ABERR_OFFSET / screenSize.x, 0)); pixColor[0] = pixColorLeft[0]; pixColor[2] = pixColorRight[2]; pixColor[0] += distort / 90.0; gl_FragColor = pixColor; } )#";