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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 scanlines.fsh in PPSSPP.
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texture BackBufferTex : COLOR;
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sampler BackBuffer { Texture = BackBufferTex; };
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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_tooltip = "Number of scanline pairs across the screen.";
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ui_min = 60.0; ui_max = 720.0; ui_step = 10.0;
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> = 340.0;
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uniform float Intensity <
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ui_type = "slider";
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ui_label = "Intensity";
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ui_tooltip = "How dark the gaps between lines become.";
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ui_min = 0.0; ui_max = 1.0; ui_step = 0.05;
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> = 0.5;
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uniform float Tint <
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ui_type = "slider";
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ui_label = "Phosphor Tint";
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ui_tooltip = "Strength of the green-warm phosphor cast.";
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ui_min = 0.0; ui_max = 1.0; ui_step = 0.05;
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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_Scanlines(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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{
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float line_pos = uv.y * Density * 0.5;
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float gate = cos((frac(line_pos) - 0.5) * 3.1415926 * Intensity) * 1.5;
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float3 rgb = tex2D(BackBuffer, uv).rgb;
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float3 color = rgb * 0.5 + 0.5 * rgb * rgb * 1.2;
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float3 phosphor = lerp(float3(1.0, 1.0, 1.0), float3(0.9, 1.0, 0.7), Tint);
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color *= phosphor;
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float2 diff = uv - 0.5;
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color *= 1.1 - 0.6 * (dot(diff, diff) * 2.0);
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return float4(saturate(color * saturate(gate)), 1.0);
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}
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technique Scanlines
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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_Scanlines;
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}
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}
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