Bundle extra shaders ported from PPSSPP

This commit is contained in:
CamilleLaVey
2026-09-04 22:45:02 -04:00
parent 898da17e30
commit 81734e85b9
13 changed files with 594 additions and 59 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-License-Identifier: GPL-2.0-or-later
// Ported from naturalA.fsh in PPSSPP, by ShadX, modified by SimoneT.
texture BackBufferTex : COLOR;
sampler BackBuffer { Texture = BackBufferTex; };
uniform float Luma <
ui_type = "slider";
ui_label = "Luma Curve";
ui_tooltip = "Gamma applied to the luminance channel in YIQ space.";
ui_min = 0.5; ui_max = 2.0; ui_step = 0.01;
> = 1.2;
uniform float Chroma <
ui_type = "slider";
ui_label = "Chroma Gain";
ui_tooltip = "Boost applied to the two colour difference channels.";
ui_min = 0.0; ui_max = 2.0; ui_step = 0.01;
> = 1.2;
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_Natural(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
{
const float3x3 RGBtoYIQ = float3x3(0.299, 0.587, 0.114,
0.596, -0.275, -0.321,
0.212, -0.523, 0.311);
const float3x3 YIQtoRGB = float3x3(1.0, 0.95568806, 0.61985809,
1.0, -0.27158180, -0.64687382,
1.0, -1.10817733, 1.70506456);
float3 rgb = tex2D(BackBuffer, uv).rgb;
float3 yiq = mul(RGBtoYIQ, rgb);
yiq.x = pow(max(yiq.x, 0.0), Luma);
yiq.yz *= Chroma;
return float4(saturate(mul(YIQtoRGB, yiq)), 1.0);
}
technique NaturalColors
{
pass
{
VertexShader = VS_PostProcess;
PixelShader = PS_Natural;
}
}