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Bundle extra shaders ported from PPSSPP
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Vendored
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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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// SPDX-FileCopyrightText: Copyright 2012 PPSSPP Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// Ported from crt.fsh in PPSSPP, by KillaMaaki.
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texture BackBufferTex : COLOR;
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sampler BackBuffer { Texture = BackBufferTex; };
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uniform float Timer < source = "timer"; > = 0.0;
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uniform float Density <
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ui_type = "slider";
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ui_label = "Line Density";
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ui_min = 60.0; ui_max = 720.0; ui_step = 10.0;
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> = 272.0;
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uniform float RollSpeed <
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ui_type = "slider";
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ui_label = "Roll Speed";
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ui_tooltip = "Speed of the rolling bar. Zero disables it.";
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ui_min = 0.0; ui_max = 2.0; ui_step = 0.05;
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> = 1.0;
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uniform float Bleed <
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ui_type = "slider";
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ui_label = "Colour Bleed";
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ui_tooltip = "Horizontal separation of the red and green channels.";
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ui_min = 0.0; ui_max = 4.0; ui_step = 0.1;
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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_CRT(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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{
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float seconds = Timer * 0.001;
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float scan = floor((uv.y + seconds * RollSpeed * 0.5) * Density);
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float line_intensity = frac(scan * 0.5) * 2.0;
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float2 shift = float2(line_intensity * 0.0005, 0.0);
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float2 bleed = float2(BUFFER_RCP_WIDTH * Bleed, 0.0);
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float r = tex2D(BackBuffer, uv + bleed + shift).r;
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float g = tex2D(BackBuffer, uv - bleed + shift).g;
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float b = tex2D(BackBuffer, uv).b;
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float3 color = float3(r, g * 0.99, b) * clamp(line_intensity, 0.85, 1.0);
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if (RollSpeed > 0.0)
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{
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float rollbar = sin((uv.y + seconds * RollSpeed) * 4.0);
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color += rollbar * 0.02;
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}
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return float4(saturate(color), 1.0);
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}
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technique CRT
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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_CRT;
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}
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}
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