New shaders

This commit is contained in:
CamilleLaVey
2026-09-07 04:53:09 -04:00
parent fa8c5291df
commit 80f0239a68
3 changed files with 193 additions and 150 deletions
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2012 PPSSPP Project
// SPDX-FileCopyrightText: guest(r)
// SPDX-License-Identifier: GPL-2.0-or-later
texture BackBufferTex : COLOR;
sampler BackBuffer { Texture = BackBufferTex; };
uniform float EdgeStrength <
ui_type = "slider";
ui_label = "Edge Strength";
ui_tooltip = "Darkness of the ink outline drawn around detected edges.";
ui_min = 0.0; ui_max = 2.0; ui_step = 0.05;
> = 0.45;
uniform float ShadowGuard <
ui_type = "slider";
ui_label = "Shadow Guard";
ui_tooltip = "Holds the outline back in dark areas. Raise it if shadows turn into black blobs.";
ui_min = 0.1; ui_max = 2.0; ui_step = 0.05;
> = 0.8;
uniform float Levels <
ui_type = "slider";
ui_label = "Colour Levels";
ui_tooltip = "How many bands the colours are quantised into.";
ui_min = 2.0; ui_max = 16.0; ui_step = 1.0;
> = 6.0;
uniform float Smoothing <
ui_type = "slider";
ui_label = "Banding";
ui_tooltip = "How far the picture is pushed towards flat bands.";
ui_min = 0.0; ui_max = 1.0; ui_step = 0.05;
> = 0.75;
uniform float Saturation <
ui_type = "slider";
ui_label = "Saturation";
ui_min = 0.0; ui_max = 2.0; ui_step = 0.05;
> = 1.15;
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);
}
float4 PS_CartoonSoft(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
{
float2 texel = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT);
float3 c00 = tex2D(BackBuffer, uv + texel * float2(-1.0, -1.0)).rgb;
float3 c10 = tex2D(BackBuffer, uv + texel * float2( 0.0, -1.0)).rgb;
float3 c20 = tex2D(BackBuffer, uv + texel * float2( 1.0, -1.0)).rgb;
float3 c01 = tex2D(BackBuffer, uv + texel * float2(-1.0, 0.0)).rgb;
float3 c11 = tex2D(BackBuffer, uv).rgb;
float3 c21 = tex2D(BackBuffer, uv + texel * float2( 1.0, 0.0)).rgb;
float3 c02 = tex2D(BackBuffer, uv + texel * float2(-1.0, 1.0)).rgb;
float3 c12 = tex2D(BackBuffer, uv + texel * float2( 0.0, 1.0)).rgb;
float3 c22 = tex2D(BackBuffer, uv + texel * float2( 1.0, 1.0)).rgb;
const float3 dt = float3(1.0, 1.0, 1.0);
const float3 luma_weights = float3(0.299, 0.587, 0.114);
float d1 = dot(abs(c00 - c22), dt);
float d2 = dot(abs(c20 - c02), dt);
float hl = dot(abs(c01 - c21), dt);
float vl = dot(abs(c10 - c12), dt);
float luma = dot(c11, luma_weights);
float response = (d1 + d2 + hl + vl) / (luma * 2.0 + ShadowGuard);
float ink = 1.0 - saturate(response * EdgeStrength);
float scaled = luma * Levels;
float step_position = frac(scaled);
float eased = step_position * step_position * (3.0 - 2.0 * step_position);
float banded = (floor(scaled) + eased) / Levels;
float target = lerp(luma, banded, Smoothing);
float3 tinted = c11 * (target / max(luma, 0.001));
float3 grey = dot(tinted, luma_weights);
float3 color = lerp(grey, tinted, Saturation) * ink;
return float4(saturate(color), 1.0);
}
technique CartoonSoft
{
pass
{
VertexShader = VS_PostProcess;
PixelShader = PS_CartoonSoft;
}
}
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2019-2021 bloc97
// SPDX-License-Identifier: MIT
texture BackBufferTex : COLOR;
sampler BackBuffer { Texture = BackBufferTex; };
uniform float Strength <
ui_type = "slider";
ui_label = "Strength";
ui_min = 0.01; ui_max = 0.5; ui_step = 0.01;
> = 0.1;
uniform float Radius <
ui_type = "slider";
ui_label = "Radius";
ui_min = 0.3; ui_max = 2.0; ui_step = 0.05;
> = 1.0;
uniform float Curve <
ui_type = "slider";
ui_label = "Shadow Bias";
ui_min = 0.0; ui_max = 2.0; ui_step = 0.05;
> = 1.0;
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 IntensityWeight(float3 value, float3 sigma, float3 centre)
{
float3 scaled = (value - centre) / sigma;
return exp(-0.5 * scaled * scaled);
}
float SpatialWeight(float distance, float sigma)
{
float scaled = distance / sigma;
return exp(-0.5 * scaled * scaled);
}
float4 PS_Denoise(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
{
float2 texel = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT);
float3 centre = tex2D(BackBuffer, uv).rgb;
float3 intensity_sigma = max(pow(centre + 0.0001, Curve) * Strength, 0.0001);
float spatial_sigma = max(Radius, 0.05);
float3 sum = float3(0.0, 0.0, 0.0);
float3 total = float3(0.0, 0.0, 0.0);
for (int y = -2; y <= 2; ++y)
{
for (int x = -2; x <= 2; ++x)
{
float2 offset = float2(x, y);
float3 tap = tex2D(BackBuffer, uv + offset * texel).rgb;
float3 weight = IntensityWeight(tap, intensity_sigma, centre) *
SpatialWeight(length(offset), spatial_sigma);
sum += weight * tap;
total += weight;
}
}
return float4(sum / total, 1.0);
}
technique Denoise
{
pass
{
VertexShader = VS_PostProcess;
PixelShader = PS_Denoise;
}
}
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
texture BackBufferTex : COLOR;
sampler BackBuffer { Texture = BackBufferTex; };
texture BrightTex { Width = BUFFER_WIDTH / 2; Height = BUFFER_HEIGHT / 2; Format = RGBA16F; };
sampler Bright { Texture = BrightTex; };
texture BounceTex { Width = BUFFER_WIDTH / 2; Height = BUFFER_HEIGHT / 2; Format = RGBA16F; };
sampler BounceMap { Texture = BounceTex; };
uniform float Threshold <
ui_type = "slider";
ui_label = "Light Threshold";
ui_tooltip = "Luminance above which a pixel is treated as a light source.";
ui_min = 0.0; ui_max = 1.0; ui_step = 0.01;
> = 0.45;
uniform float Radius <
ui_type = "slider";
ui_label = "Bounce Radius";
ui_tooltip = "How far light spreads onto neighbouring surfaces.";
ui_min = 0.5; ui_max = 8.0; ui_step = 0.1;
> = 3.0;
uniform float Bounce <
ui_type = "slider";
ui_label = "Bounce Strength";
ui_tooltip = "Amount of coloured light bleeding onto the image.";
ui_min = 0.0; ui_max = 2.0; ui_step = 0.05;
> = 0.7;
uniform float Occlusion <
ui_type = "slider";
ui_label = "Contact Shadows";
ui_tooltip = "Darkening applied where a pixel is dimmer than its surroundings.";
ui_min = 0.0; ui_max = 2.0; ui_step = 0.05;
> = 0.6;
uniform float Saturation <
ui_type = "slider";
ui_label = "Bounce Saturation";
ui_tooltip = "How strongly the bounced light keeps the colour of its source.";
ui_min = 0.0; ui_max = 2.0; ui_step = 0.05;
> = 1.3;
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);
}
float Luma(float3 color)
{
return dot(color, float3(0.2126, 0.7152, 0.0722));
}
float4 PS_Extract(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
{
float2 texel = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT);
float3 sum = tex2D(BackBuffer, uv).rgb;
sum += tex2D(BackBuffer, uv + texel * float2(-1.0, -1.0)).rgb;
sum += tex2D(BackBuffer, uv + texel * float2( 1.0, -1.0)).rgb;
sum += tex2D(BackBuffer, uv + texel * float2(-1.0, 1.0)).rgb;
sum += tex2D(BackBuffer, uv + texel * float2( 1.0, 1.0)).rgb;
sum *= 0.2;
float luma = Luma(sum);
float mask = saturate((luma - Threshold) / max(1.0 - Threshold, 0.0001));
float3 tint = lerp(float3(luma, luma, luma), sum, Saturation);
return float4(tint * mask * mask, 1.0);
}
float4 PS_Spread(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
{
float2 unit = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT) * Radius * 8.0;
const float2 dirs[8] = {
float2( 1.0, 0.0), float2(-1.0, 0.0),
float2( 0.0, 1.0), float2( 0.0, -1.0),
float2( 0.7071, 0.7071), float2(-0.7071, 0.7071),
float2( 0.7071, -0.7071), float2(-0.7071, -0.7071)
};
float3 sum = tex2D(Bright, uv).rgb;
float total = 1.0;
for (int i = 0; i < 8; ++i)
{
sum += tex2D(Bright, uv + dirs[i] * unit * 0.45).rgb * 0.8;
sum += tex2D(Bright, uv + dirs[i] * unit).rgb * 0.5;
total += 1.3;
}
return float4(sum / total, 1.0);
}
float4 PS_Composite(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
{
float2 texel = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT) * 2.0;
float3 color = tex2D(BackBuffer, uv).rgb;
float centre = Luma(color);
float around = Luma(tex2D(BackBuffer, uv + texel * float2(-1.0, 0.0)).rgb);
around += Luma(tex2D(BackBuffer, uv + texel * float2( 1.0, 0.0)).rgb);
around += Luma(tex2D(BackBuffer, uv + texel * float2( 0.0, -1.0)).rgb);
around += Luma(tex2D(BackBuffer, uv + texel * float2( 0.0, 1.0)).rgb);
around *= 0.25;
float cavity = saturate(around - centre);
float shadow = 1.0 - cavity * Occlusion;
float3 bounce = tex2D(BounceMap, uv).rgb;
float3 lit = color * shadow + bounce * Bounce * (1.0 - centre);
return float4(saturate(lit), 1.0);
}
technique FakeGI
{
pass
{
VertexShader = VS_PostProcess;
PixelShader = PS_Extract;
RenderTarget = BrightTex;
}
pass
{
VertexShader = VS_PostProcess;
PixelShader = PS_Spread;
RenderTarget = BounceTex;
}
pass
{
VertexShader = VS_PostProcess;
PixelShader = PS_Composite;
}
}