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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 naturalA.fsh in PPSSPP, by ShadX, modified by SimoneT.
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texture BackBufferTex : COLOR;
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sampler BackBuffer { Texture = BackBufferTex; };
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uniform float Luma <
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ui_type = "slider";
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ui_label = "Luma Curve";
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ui_tooltip = "Gamma applied to the luminance channel in YIQ space.";
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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 Chroma <
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ui_type = "slider";
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ui_label = "Chroma Gain";
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ui_tooltip = "Boost applied to the two colour difference channels.";
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ui_min = 0.0; ui_max = 2.0; ui_step = 0.01;
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> = 1.2;
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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_Natural(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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{
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const float3x3 RGBtoYIQ = float3x3(0.299, 0.587, 0.114,
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0.596, -0.275, -0.321,
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0.212, -0.523, 0.311);
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const float3x3 YIQtoRGB = float3x3(1.0, 0.95568806, 0.61985809,
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1.0, -0.27158180, -0.64687382,
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1.0, -1.10817733, 1.70506456);
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float3 rgb = tex2D(BackBuffer, uv).rgb;
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float3 yiq = mul(RGBtoYIQ, rgb);
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yiq.x = pow(max(yiq.x, 0.0), Luma);
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yiq.yz *= Chroma;
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return float4(saturate(mul(YIQtoRGB, yiq)), 1.0);
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}
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technique NaturalColors
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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_Natural;
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}
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}
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