mirror of
https://git.eden-emu.dev/eden-emu/eden.git
synced 2026-10-10 14:58:28 +00:00
Adjustment on the design of UI + new shaders
This commit is contained in:
Vendored
+4
-1
@@ -65,7 +65,10 @@ float4 PS_Bloom(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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return float4(saturate(color + sum * Amount), 1.0);
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}
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technique Bloom
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technique Bloom <
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ui_label = "Bloom";
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ui_tooltip = "Blooms bright areas into a soft glow.";
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>
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{
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pass
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{
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Vendored
+4
-1
@@ -69,7 +69,10 @@ float4 PS_CRT(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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return float4(saturate(color), 1.0);
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}
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technique CRT
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technique CRT <
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ui_label = "CRT";
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ui_tooltip = "Curved scanlines and the phosphor mask of a CRT television.";
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>
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{
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pass
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{
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Vendored
+4
-1
@@ -74,7 +74,10 @@ float4 PS_Cartoon(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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return float4(saturate(color), 1.0);
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}
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technique Cartoon
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technique Cartoon <
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ui_label = "Cartoon";
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ui_tooltip = "Ink outlines and flat colour bands. Faithful port of the PPSSPP shader; the outline gets heavy in dark scenes.";
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>
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{
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pass
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{
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Vendored
+4
-1
@@ -95,7 +95,10 @@ float4 PS_CartoonSoft(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Targe
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return float4(saturate(color), 1.0);
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}
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technique CartoonSoft
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technique CartoonSoft <
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ui_label = "Cartoon Soft";
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ui_tooltip = "Ink outlines and flat colour bands, with the outline held back in the shadows.";
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>
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{
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pass
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{
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+4
-1
@@ -48,7 +48,10 @@ float4 PS_ChromaticAberration(float4 pos : SV_Position, float2 uv : TEXCOORD) :
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return float4(red, green, blue, 1.0);
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}
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technique ChromaticAberration
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technique ChromaticAberration <
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ui_label = "Chromatic Aberration";
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ui_tooltip = "Splits the colour channels apart towards the edges of the screen, like a cheap lens.";
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>
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{
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pass
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{
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Vendored
+4
-1
@@ -59,7 +59,10 @@ float4 PS_ColorGrade(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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return float4(saturate(rgb), 1.0);
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}
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technique ColorGrade
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technique ColorGrade <
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ui_label = "Colour Grade";
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ui_tooltip = "Global saturation, brightness, contrast and gamma.";
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>
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{
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pass
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{
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Vendored
+4
-1
@@ -86,7 +86,10 @@ float4 PS_Deband(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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return float4(saturate(result + dither), 1.0);
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}
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technique Deband
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technique Deband <
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ui_label = "Deband";
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ui_tooltip = "Smooths the visible steps in gradients such as skies, then dithers whatever survives.";
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>
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{
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pass
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{
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Vendored
+4
-1
@@ -78,7 +78,10 @@ float4 PS_Denoise(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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return float4(sum / total, 1.0);
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}
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technique Denoise
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technique Denoise <
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ui_label = "Denoise";
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ui_tooltip = "Edge preserving blur that clears dithering and compression noise. Ported from Anime4K.";
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>
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{
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pass
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{
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Vendored
+4
-1
@@ -61,7 +61,10 @@ float4 PS_FakeReflections(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_T
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return float4(saturate(color + reflection), 1.0);
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}
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technique FakeReflections
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technique FakeReflections <
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ui_label = "Fake Reflections";
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ui_tooltip = "Adds a wet looking reflection across the lower half of the screen.";
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>
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{
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pass
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{
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Vendored
+73
@@ -0,0 +1,73 @@
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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texture BackBufferTex : COLOR;
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sampler BackBuffer { Texture = BackBufferTex; };
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uniform float Intensity <
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ui_type = "slider";
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ui_label = "Intensity";
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ui_min = 0.0; ui_max = 0.2; ui_step = 0.005;
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> = 0.03;
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uniform float Size <
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ui_type = "slider";
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ui_label = "Size";
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ui_tooltip = "Grain cell size in pixels.";
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ui_min = 1.0; ui_max = 4.0; ui_step = 1.0;
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> = 1.0;
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uniform float Colored <
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ui_type = "slider";
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ui_label = "Colour";
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ui_tooltip = "Zero gives monochrome grain, one gives independent noise per channel.";
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ui_min = 0.0; ui_max = 1.0; ui_step = 0.01;
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> = 0.0;
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void VS_PostProcess(in uint id : SV_VertexID, out float4 pos : SV_Position, out float2 uv : TEXCOORD)
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{
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uv = float2(0.0, 0.0);
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if (id == 2)
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{
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uv.x = 2.0;
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}
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if (id == 1)
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{
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uv.y = 2.0;
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}
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pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
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}
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float Hash(float2 p)
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{
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float3 scattered = frac(float3(p.x, p.y, p.x) * 0.1031);
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scattered += dot(scattered, scattered.yzx + 33.33);
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return frac((scattered.x + scattered.y) * scattered.z);
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}
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float4 PS_FilmGrain(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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{
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float3 rgb = tex2D(BackBuffer, uv).rgb;
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float2 cell = floor(pos.xy / max(Size, 1.0));
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float mono = Hash(cell) - 0.5;
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float3 chroma = float3(Hash(cell + 11.7), Hash(cell + 23.1), Hash(cell + 37.5)) - 0.5;
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float3 noise = lerp(float3(mono, mono, mono), chroma, Colored);
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float luma = dot(rgb, float3(0.2126, 0.7152, 0.0722));
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float response = 1.0 - abs(luma * 2.0 - 1.0);
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return float4(saturate(rgb + noise * Intensity * response), 1.0);
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}
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technique FilmGrain <
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ui_label = "Film Grain";
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ui_tooltip = "Adds photographic grain, strongest in the midtones and fading out in blacks and whites.";
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>
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{
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pass
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{
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VertexShader = VS_PostProcess;
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PixelShader = PS_FilmGrain;
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}
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}
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Vendored
+68
@@ -0,0 +1,68 @@
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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texture BackBufferTex : COLOR;
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sampler BackBuffer { Texture = BackBufferTex; };
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uniform float Exposure <
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ui_type = "slider";
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ui_label = "Exposure";
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ui_min = 0.5; ui_max = 2.0; ui_step = 0.01;
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> = 1.0;
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uniform float Toe <
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ui_type = "slider";
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ui_label = "Toe";
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ui_tooltip = "Above 1.0 deepens the shadows, below 1.0 lifts them.";
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ui_min = 0.5; ui_max = 2.0; ui_step = 0.01;
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> = 1.2;
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uniform float Shoulder <
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ui_type = "slider";
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ui_label = "Shoulder";
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ui_tooltip = "Above 1.0 opens up the highlights, below 1.0 compresses them.";
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ui_min = 0.5; ui_max = 2.0; ui_step = 0.01;
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> = 1.2;
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uniform float Amount <
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ui_type = "slider";
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ui_label = "Amount";
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ui_min = 0.0; ui_max = 1.0; ui_step = 0.01;
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> = 0.7;
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void VS_PostProcess(in uint id : SV_VertexID, out float4 pos : SV_Position, out float2 uv : TEXCOORD)
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{
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uv = float2(0.0, 0.0);
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if (id == 2)
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{
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uv.x = 2.0;
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}
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if (id == 1)
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{
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uv.y = 2.0;
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}
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pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
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}
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float4 PS_FilmicCurve(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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{
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float3 rgb = tex2D(BackBuffer, uv).rgb;
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float3 curved = saturate(rgb * Exposure);
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curved = pow(max(curved, 0.0), Toe);
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curved = 1.0 - pow(max(1.0 - curved, 0.0), Shoulder);
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return float4(saturate(lerp(rgb, curved, Amount)), 1.0);
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}
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technique FilmicCurve <
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ui_label = "Filmic Curve";
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ui_tooltip = "Filmic contrast curve. Deepens the shadows and opens the highlights without clipping either end.";
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>
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{
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pass
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{
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VertexShader = VS_PostProcess;
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PixelShader = PS_FilmicCurve;
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}
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}
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Vendored
+61
@@ -0,0 +1,61 @@
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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texture BackBufferTex : COLOR;
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sampler BackBuffer { Texture = BackBufferTex; };
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uniform float Distortion <
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ui_type = "slider";
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ui_label = "Distortion";
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ui_tooltip = "Positive bulges the picture outwards, negative pinches it inwards.";
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ui_min = -0.5; ui_max = 0.5; ui_step = 0.01;
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> = 0.1;
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uniform float Zoom <
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ui_type = "slider";
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ui_label = "Zoom";
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ui_tooltip = "Scales the picture to hide the edges the warp pulls in.";
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ui_min = 0.5; ui_max = 1.5; ui_step = 0.01;
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> = 1.0;
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void VS_PostProcess(in uint id : SV_VertexID, out float4 pos : SV_Position, out float2 uv : TEXCOORD)
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{
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uv = float2(0.0, 0.0);
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if (id == 2)
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{
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uv.x = 2.0;
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}
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if (id == 1)
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{
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uv.y = 2.0;
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}
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pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
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}
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float4 PS_LensDistortion(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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{
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float aspect = BUFFER_WIDTH * BUFFER_RCP_HEIGHT;
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float2 half_size = float2(aspect, 1.0);
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float2 unit = half_size / length(half_size);
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float2 centred = (uv - 0.5) * 2.0 * unit;
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float r2 = dot(centred, centred);
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centred *= 1.0 + Distortion * r2;
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centred /= max(Zoom, 0.001);
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float2 source = centred / (2.0 * unit) + 0.5;
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return float4(tex2D(BackBuffer, source).rgb, 1.0);
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}
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technique LensDistortion <
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ui_label = "Lens Distortion";
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ui_tooltip = "Barrel or pincushion warp, like looking through a wide angle lens.";
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>
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{
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pass
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{
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VertexShader = VS_PostProcess;
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PixelShader = PS_LensDistortion;
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}
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}
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Vendored
+74
@@ -0,0 +1,74 @@
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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texture BackBufferTex : COLOR;
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sampler BackBuffer { Texture = BackBufferTex; };
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uniform float InputBlack <
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ui_type = "slider";
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ui_label = "Input Black";
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ui_tooltip = "Input level mapped to black. Raise it to deepen washed out shadows.";
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ui_min = 0.0; ui_max = 0.5; ui_step = 0.005;
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> = 0.0;
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uniform float InputWhite <
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ui_type = "slider";
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ui_label = "Input White";
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ui_min = 0.5; ui_max = 1.0; ui_step = 0.005;
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> = 1.0;
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uniform float Gamma <
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ui_type = "slider";
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ui_label = "Gamma";
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ui_min = 0.2; ui_max = 3.0; ui_step = 0.01;
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> = 1.0;
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uniform float OutputBlack <
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ui_type = "slider";
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ui_label = "Output Black";
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ui_tooltip = "Lifts crushed shadows so detail stops collapsing into one flat black.";
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ui_min = 0.0; ui_max = 0.5; ui_step = 0.005;
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> = 0.0;
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uniform float OutputWhite <
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ui_type = "slider";
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ui_label = "Output White";
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ui_min = 0.5; ui_max = 1.0; ui_step = 0.005;
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> = 1.0;
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void VS_PostProcess(in uint id : SV_VertexID, out float4 pos : SV_Position, out float2 uv : TEXCOORD)
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{
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uv = float2(0.0, 0.0);
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if (id == 2)
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{
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uv.x = 2.0;
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}
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if (id == 1)
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{
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uv.y = 2.0;
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}
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pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
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}
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float4 PS_Levels(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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{
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float3 rgb = tex2D(BackBuffer, uv).rgb;
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rgb = saturate((rgb - InputBlack) / max(InputWhite - InputBlack, 0.001));
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rgb = pow(max(rgb, 0.0), 1.0 / max(Gamma, 0.001));
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rgb = lerp(OutputBlack, OutputWhite, rgb);
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return float4(saturate(rgb), 1.0);
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}
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technique Levels <
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ui_label = "Levels";
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ui_tooltip = "Black point, white point, gamma and output range. Use it to fix crushed or washed out shadows.";
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>
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||||
{
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||||
pass
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||||
{
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VertexShader = VS_PostProcess;
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PixelShader = PS_Levels;
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||||
}
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||||
}
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||||
Vendored
+4
-1
@@ -55,7 +55,10 @@ float4 PS_Natural(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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return float4(saturate(mul(YIQtoRGB, yiq)), 1.0);
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||||
}
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||||
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||||
technique NaturalColors
|
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technique NaturalColors <
|
||||
ui_label = "Natural Colours";
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ui_tooltip = "Warmer and more saturated look. Ported from the PPSSPP shader.";
|
||||
>
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||||
{
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||||
pass
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||||
{
|
||||
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||||
Vendored
+4
-1
@@ -61,7 +61,10 @@ float4 PS_Scanlines(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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return float4(saturate(color * saturate(gate)), 1.0);
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||||
}
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||||
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||||
technique Scanlines
|
||||
technique Scanlines <
|
||||
ui_label = "Scanlines";
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ui_tooltip = "Horizontal scanlines of a CRT display.";
|
||||
>
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||||
{
|
||||
pass
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||||
{
|
||||
|
||||
Vendored
+4
-1
@@ -38,7 +38,10 @@ float4 PS_Sharpen(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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return float4(centre + (centre - blur) * Amount, 1.0);
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||||
}
|
||||
|
||||
technique Sharpen
|
||||
technique Sharpen <
|
||||
ui_label = "Sharpen";
|
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ui_tooltip = "Unsharp mask that brings back edge detail lost to scaling.";
|
||||
>
|
||||
{
|
||||
pass
|
||||
{
|
||||
|
||||
Vendored
+83
@@ -0,0 +1,83 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
texture BackBufferTex : COLOR;
|
||||
sampler BackBuffer { Texture = BackBufferTex; };
|
||||
|
||||
uniform float ShadowHue <
|
||||
ui_type = "slider";
|
||||
ui_label = "Shadow Hue";
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||||
ui_min = 0.0; ui_max = 360.0; ui_step = 1.0;
|
||||
> = 210.0;
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||||
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||||
uniform float ShadowStrength <
|
||||
ui_type = "slider";
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||||
ui_label = "Shadow Strength";
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||||
ui_min = 0.0; ui_max = 1.0; ui_step = 0.01;
|
||||
> = 0.0;
|
||||
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||||
uniform float HighlightHue <
|
||||
ui_type = "slider";
|
||||
ui_label = "Highlight Hue";
|
||||
ui_min = 0.0; ui_max = 360.0; ui_step = 1.0;
|
||||
> = 45.0;
|
||||
|
||||
uniform float HighlightStrength <
|
||||
ui_type = "slider";
|
||||
ui_label = "Highlight Strength";
|
||||
ui_min = 0.0; ui_max = 1.0; ui_step = 0.01;
|
||||
> = 0.0;
|
||||
|
||||
uniform float Balance <
|
||||
ui_type = "slider";
|
||||
ui_label = "Balance";
|
||||
ui_tooltip = "Moves the split between what counts as shadow and what counts as highlight.";
|
||||
ui_min = -0.5; ui_max = 0.5; ui_step = 0.01;
|
||||
> = 0.0;
|
||||
|
||||
void VS_PostProcess(in uint id : SV_VertexID, out float4 pos : SV_Position, out float2 uv : TEXCOORD)
|
||||
{
|
||||
uv = float2(0.0, 0.0);
|
||||
if (id == 2)
|
||||
{
|
||||
uv.x = 2.0;
|
||||
}
|
||||
if (id == 1)
|
||||
{
|
||||
uv.y = 2.0;
|
||||
}
|
||||
pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
}
|
||||
|
||||
float3 HueToRGB(float hue)
|
||||
{
|
||||
float h = frac(hue / 360.0) * 6.0;
|
||||
return saturate(float3(abs(h - 3.0) - 1.0, 2.0 - abs(h - 2.0), 2.0 - abs(h - 4.0)));
|
||||
}
|
||||
|
||||
float4 PS_SplitToning(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
|
||||
{
|
||||
float3 rgb = tex2D(BackBuffer, uv).rgb;
|
||||
|
||||
float luma = saturate(dot(rgb, float3(0.2126, 0.7152, 0.0722)) + Balance);
|
||||
|
||||
float3 shadow_tint = HueToRGB(ShadowHue) - 0.5;
|
||||
float3 highlight_tint = HueToRGB(HighlightHue) - 0.5;
|
||||
|
||||
rgb += shadow_tint * ShadowStrength * 0.25 * (1.0 - luma);
|
||||
rgb += highlight_tint * HighlightStrength * 0.25 * luma;
|
||||
|
||||
return float4(saturate(rgb), 1.0);
|
||||
}
|
||||
|
||||
technique SplitToning <
|
||||
ui_label = "Split Toning";
|
||||
ui_tooltip = "Tints the shadows and the highlights towards two different hues.";
|
||||
>
|
||||
{
|
||||
pass
|
||||
{
|
||||
VertexShader = VS_PostProcess;
|
||||
PixelShader = PS_SplitToning;
|
||||
}
|
||||
}
|
||||
Vendored
+4
-1
@@ -47,7 +47,10 @@ float4 PS_Vignette(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
|
||||
return float4(rgb * falloff, 1.0);
|
||||
}
|
||||
|
||||
technique Vignette
|
||||
technique Vignette <
|
||||
ui_label = "Vignette";
|
||||
ui_tooltip = "Darkens the corners of the screen.";
|
||||
>
|
||||
{
|
||||
pass
|
||||
{
|
||||
|
||||
Vendored
+84
@@ -0,0 +1,84 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
texture BackBufferTex : COLOR;
|
||||
sampler BackBuffer { Texture = BackBufferTex; };
|
||||
|
||||
uniform float Temperature <
|
||||
ui_type = "slider";
|
||||
ui_label = "Temperature";
|
||||
ui_tooltip = "Negative cools the picture towards blue, positive warms it towards orange.";
|
||||
ui_min = -100.0; ui_max = 100.0; ui_step = 1.0;
|
||||
> = 0.0;
|
||||
|
||||
uniform float Tint <
|
||||
ui_type = "slider";
|
||||
ui_label = "Tint";
|
||||
ui_tooltip = "Negative shifts towards green, positive towards magenta.";
|
||||
ui_min = -100.0; ui_max = 100.0; ui_step = 1.0;
|
||||
> = 0.0;
|
||||
|
||||
void VS_PostProcess(in uint id : SV_VertexID, out float4 pos : SV_Position, out float2 uv : TEXCOORD)
|
||||
{
|
||||
uv = float2(0.0, 0.0);
|
||||
if (id == 2)
|
||||
{
|
||||
uv.x = 2.0;
|
||||
}
|
||||
if (id == 1)
|
||||
{
|
||||
uv.y = 2.0;
|
||||
}
|
||||
pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
}
|
||||
|
||||
float3 WhitePointLMS(float t1, float t2)
|
||||
{
|
||||
float shift = 0.05;
|
||||
if (t1 < 0.0)
|
||||
{
|
||||
shift = 0.10;
|
||||
}
|
||||
float x = 0.31271 - t1 * shift;
|
||||
float y = 2.87 * x - 3.0 * x * x - 0.27509507 + t2 * 0.05;
|
||||
|
||||
float big_y = 1.0;
|
||||
float big_x = big_y * x / y;
|
||||
float big_z = big_y * (1.0 - x - y) / y;
|
||||
|
||||
return float3( 0.7328 * big_x + 0.4296 * big_y - 0.1624 * big_z,
|
||||
-0.7036 * big_x + 1.6975 * big_y + 0.0061 * big_z,
|
||||
0.0030 * big_x + 0.0136 * big_y + 0.9834 * big_z);
|
||||
}
|
||||
|
||||
float4 PS_WhiteBalance(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
|
||||
{
|
||||
float3 rgb = pow(max(tex2D(BackBuffer, uv).rgb, 0.0), 2.2);
|
||||
|
||||
float3 balance = float3(0.949237, 1.03542, 1.08728) /
|
||||
WhitePointLMS(Temperature / 65.0, Tint / 65.0);
|
||||
|
||||
const float3x3 rgb_to_lms = float3x3(0.390405, 0.549941, 0.008926,
|
||||
0.070841, 0.963172, 0.001358,
|
||||
0.023108, 0.128021, 0.936245);
|
||||
const float3x3 lms_to_rgb = float3x3( 2.858470, -1.628790, -0.024891,
|
||||
-0.210182, 1.158200, 0.000324,
|
||||
-0.041812, -0.118169, 1.068670);
|
||||
|
||||
float3 lms = mul(rgb_to_lms, rgb) * balance;
|
||||
rgb = mul(lms_to_rgb, lms);
|
||||
|
||||
return float4(saturate(pow(max(rgb, 0.0), 1.0 / 2.2)), 1.0);
|
||||
}
|
||||
|
||||
technique WhiteBalance <
|
||||
ui_label = "White Balance";
|
||||
ui_tooltip = "Corrects a picture that looks too cool, too warm or tinted.";
|
||||
>
|
||||
{
|
||||
pass
|
||||
{
|
||||
VertexShader = VS_PostProcess;
|
||||
PixelShader = PS_WhiteBalance;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user