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Adjustment on the design of UI + new shaders
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Vendored
+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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