diff --git a/dist/post_shaders/Blur.fx b/dist/post_shaders/Blur.fx new file mode 100644 index 0000000000..e432ba2619 --- /dev/null +++ b/dist/post_shaders/Blur.fx @@ -0,0 +1,109 @@ +// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project +// SPDX-License-Identifier: GPL-3.0-or-later + +texture BackBufferTex : COLOR; +sampler BackBuffer { Texture = BackBufferTex; }; + +uniform float Radius < + ui_type = "slider"; + ui_label = "Radius"; + ui_tooltip = "How far the blur reaches, in pixels."; + ui_min = 1.0; ui_max = 12.0; ui_step = 0.5; +> = 4.0; + +uniform float Strength < + ui_type = "slider"; + ui_label = "Strength"; + ui_tooltip = "Blend between the original image and the blurred one."; + ui_min = 0.0; ui_max = 1.0; ui_step = 0.05; +> = 1.0; + +uniform float FocusSize < + ui_type = "slider"; + ui_label = "Sharp Centre"; + ui_tooltip = "Size of the region left in focus at the centre of the screen. At zero the whole image is blurred evenly."; + ui_min = 0.0; ui_max = 1.0; ui_step = 0.05; +> = 0.0; + +uniform float FocusSoftness < + ui_type = "slider"; + ui_label = "Focus Falloff"; + ui_tooltip = "How gradually the sharp centre gives way to the blur."; + ui_min = 0.05; ui_max = 1.0; ui_step = 0.05; +> = 0.4; + +static const int TAPS = 17; +static const float3 KERNEL[17] = { + float3( 0.171499, 0.000000, 0.942873), + float3(-0.219031, 0.200651, 0.838223), + float3( 0.033526, -0.382014, 0.745189), + float3( 0.276075, 0.360090, 0.662480), + float3(-0.506631, -0.089616, 0.588951), + float3( 0.479925, -0.305289, 0.523583), + float3(-0.160526, 0.597147, 0.465471), + float3(-0.306140, -0.589453, 0.413808), + float3( 0.664200, 0.242565, 0.367879), + float3(-0.690990, 0.285231, 0.327048), + float3( 0.333103, -0.711821, 0.290749), + float3( 0.246154, 0.784779, 0.258479), + float3(-0.741912, -0.429953, 0.229790), + float3( 0.870348, -0.191344, 0.204286), + float3(-0.531160, 0.755520, 0.181612), + float3(-0.122710, -0.946946, 0.161455), + float3( 0.753320, 0.634899, 0.143535) +}; + +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_Blur(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target +{ + float2 texel = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT); + float3 original = tex2D(BackBuffer, uv).rgb; + + float2 centred = (uv - 0.5) * float2(BUFFER_WIDTH * BUFFER_RCP_HEIGHT, 1.0) * 2.0; + float distance_from_centre = length(centred); + float no_focus = 1.0 - step(0.001, FocusSize); + float focus = max(smoothstep(FocusSize, FocusSize + FocusSoftness, distance_from_centre), no_focus); + float amount = Strength * focus; + + float angle = frac(sin(dot(pos.xy, float2(12.9898, 78.233))) * 43758.5453) * 6.2831853; + float2 rotation = float2(cos(angle), sin(angle)); + + float3 sum = float3(0.0, 0.0, 0.0); + float total = 0.0; + for (int i = 0; i < TAPS; ++i) + { + float3 tap = KERNEL[i]; + float2 spun = float2(tap.x * rotation.x - tap.y * rotation.y, + tap.x * rotation.y + tap.y * rotation.x); + sum += tex2D(BackBuffer, uv + spun * texel * Radius).rgb * tap.z; + total += tap.z; + } + + float3 blurred = sum / total; + return float4(lerp(original, blurred, amount), 1.0); +} + +technique Blur < + ui_label = "Blur"; + ui_tooltip = "Gaussian blur with an optional sharp centre, for softening the picture or faking depth of field."; +> +{ + pass + { + VertexShader = VS_PostProcess; + PixelShader = PS_Blur; + } +} diff --git a/dist/post_shaders/CelShading.fx b/dist/post_shaders/CelShading.fx new file mode 100644 index 0000000000..6a135246ff --- /dev/null +++ b/dist/post_shaders/CelShading.fx @@ -0,0 +1,128 @@ +// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project +// SPDX-License-Identifier: GPL-3.0-or-later + +texture BackBufferTex : COLOR; +sampler BackBuffer { Texture = BackBufferTex; }; + +uniform float Bands < + ui_type = "slider"; + ui_label = "Shading Bands"; + ui_tooltip = "How many flat steps the lighting is collapsed into. Three or four gives the classic look."; + ui_min = 2.0; ui_max = 8.0; ui_step = 1.0; +> = 4.0; + +uniform float BandContrast < + ui_type = "slider"; + ui_label = "Band Contrast"; + ui_tooltip = "Spreads the bands towards pure black and white. Lower it if the shadows crush."; + ui_min = 0.0; ui_max = 1.0; ui_step = 0.05; +> = 0.5; + +uniform float BandEdge < + ui_type = "slider"; + ui_label = "Band Edge"; + ui_tooltip = "Width of the transition between bands. Low values give hard cel steps."; + ui_min = 0.02; ui_max = 1.0; ui_step = 0.02; +> = 0.15; + +uniform float Detail < + ui_type = "slider"; + ui_label = "Texture Detail"; + ui_tooltip = "How much surface texture survives the flattening. At zero the bands are completely flat."; + ui_min = 0.0; ui_max = 1.0; ui_step = 0.05; +> = 0.6; + +uniform float OutlineStrength < + ui_type = "slider"; + ui_label = "Outline Strength"; + ui_tooltip = "Opacity of the ink line drawn along detected edges."; + ui_min = 0.0; ui_max = 1.0; ui_step = 0.05; +> = 0.8; + +uniform float OutlineThreshold < + ui_type = "slider"; + ui_label = "Outline Threshold"; + ui_tooltip = "How strong an edge has to be before it is inked. Raise it to keep ink off textures and specular highlights."; + ui_min = 0.01; ui_max = 0.4; ui_step = 0.01; +> = 0.18; + +uniform float Saturation < + ui_type = "slider"; + ui_label = "Saturation"; + ui_tooltip = "Colour intensity of the flat regions."; + ui_min = 0.0; ui_max = 2.0; ui_step = 0.05; +> = 1.25; + +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_CelShading(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target +{ + const float3 luma_weights = float3(0.2126, 0.7152, 0.0722); + float2 texel = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT); + + float3 centre = tex2D(BackBuffer, uv).rgb; + float luma = dot(centre, luma_weights); + + float2 near = texel * 1.5; + float2 far = texel * 3.5; + + float a00 = dot(tex2D(BackBuffer, uv + near * float2(-1.0, -1.0)).rgb, luma_weights); + float a20 = dot(tex2D(BackBuffer, uv + near * float2( 1.0, -1.0)).rgb, luma_weights); + float a02 = dot(tex2D(BackBuffer, uv + near * float2(-1.0, 1.0)).rgb, luma_weights); + float a22 = dot(tex2D(BackBuffer, uv + near * float2( 1.0, 1.0)).rgb, luma_weights); + + float b00 = dot(tex2D(BackBuffer, uv + far * float2(-1.0, -1.0)).rgb, luma_weights); + float b20 = dot(tex2D(BackBuffer, uv + far * float2( 1.0, -1.0)).rgb, luma_weights); + float b02 = dot(tex2D(BackBuffer, uv + far * float2(-1.0, 1.0)).rgb, luma_weights); + float b22 = dot(tex2D(BackBuffer, uv + far * float2( 1.0, 1.0)).rgb, luma_weights); + + float gx = (a00 + a02) - (a20 + a22); + float gy = (a00 + a20) - (a02 + a22); + float gradient = sqrt(gx * gx + gy * gy); + float ink = smoothstep(OutlineThreshold, OutlineThreshold + 0.04, gradient); + + float lighting = (a00 + a20 + a02 + a22 + b00 + b20 + b02 + b22) * 0.125; + float detail = luma - lighting; + + float softness = max(BandEdge, 0.001); + float coord = lighting * Bands - softness * 0.5; + float index = floor(coord) + smoothstep(1.0 - softness, 1.0, frac(coord)); + + float centred = (index + 0.5) / Bands; + float stretched = index / max(Bands - 1.0, 1.0); + float banded = saturate(lerp(centred, stretched, BandContrast)); + + float target = saturate(banded + detail * Detail); + + float gain = min(target / max(luma, 0.001), 4.0); + float3 shaded = centre * gain; + float3 grey = dot(shaded, luma_weights); + float3 color = lerp(grey, shaded, Saturation); + color *= 1.0 - ink * OutlineStrength; + + return float4(saturate(color), 1.0); +} + +technique CelShading < + ui_label = "Cel Shading"; + ui_tooltip = "Collapses the lighting into a few hard steps and inks the edges, keeping texture detail and hue intact."; +> +{ + pass + { + VertexShader = VS_PostProcess; + PixelShader = PS_CelShading; + } +} diff --git a/dist/post_shaders/FakeReflections.fx b/dist/post_shaders/FakeReflections.fx deleted file mode 100644 index 3ba34896fb..0000000000 --- a/dist/post_shaders/FakeReflections.fx +++ /dev/null @@ -1,74 +0,0 @@ -// 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 fakereflections.fsh in PPSSPP. - -texture BackBufferTex : COLOR; -sampler BackBuffer { Texture = BackBufferTex; }; - -uniform float Amount < - ui_type = "slider"; - ui_label = "Amount"; - ui_tooltip = "Strength of the reflection added to the lower half of the screen."; - ui_min = 0.0; ui_max = 1.0; ui_step = 0.05; -> = 0.6; - -uniform float Power < - ui_type = "slider"; - ui_label = "Power"; - ui_tooltip = "How sharply the reflection falls off away from bright areas."; - ui_min = 0.0; ui_max = 1.0; ui_step = 0.05; -> = 0.5; - -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 Wrap(float value, float period) -{ - return period * frac(value / period); -} - -float4 PS_FakeReflections(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target -{ - float3 color = tex2D(BackBuffer, uv).rgb; - - float gray = (color.r + color.g + color.b) / 3.0; - float saturation = (abs(color.r - gray) + abs(color.g - gray) + abs(color.b - gray)) / 3.0; - - float rndx = Wrap(uv.x + gray, 0.03) + Wrap(uv.y + saturation, 0.05); - float rndy = Wrap(uv.y + saturation, 0.03) + Wrap(uv.x + gray, 0.05); - - float falloff = (max(gray, saturation) + 0.1) * uv.y; - float2 offset = float2(rndx, rndy - min(uv.y, 0.25)) * falloff; - - float3 reflection = tex2D(BackBuffer, uv + offset).rgb; - reflection *= 4.0 * (1.0 - gray) * Amount; - reflection *= reflection * falloff * Power; - - return float4(saturate(color + reflection), 1.0); -} - -technique FakeReflections < - ui_label = "Fake Reflections"; - ui_tooltip = "Adds a wet looking reflection across the lower half of the screen."; -> -{ - pass - { - VertexShader = VS_PostProcess; - PixelShader = PS_FakeReflections; - } -} diff --git a/dist/post_shaders/Reflections.fx b/dist/post_shaders/Reflections.fx new file mode 100644 index 0000000000..10a8d61d11 --- /dev/null +++ b/dist/post_shaders/Reflections.fx @@ -0,0 +1,98 @@ +// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project +// SPDX-License-Identifier: GPL-3.0-or-later + +texture BackBufferTex : COLOR; +sampler BackBuffer { Texture = BackBufferTex; }; + +uniform float Timer < source = "timer"; > = 0.0; + +uniform float Horizon < + ui_type = "slider"; + ui_label = "Reflection Line"; + ui_tooltip = "Height on screen where the reflective floor begins. Everything above it is left untouched."; + ui_min = 0.0; ui_max = 1.0; ui_step = 0.01; +> = 0.55; + +uniform float Amount < + ui_type = "slider"; + ui_label = "Amount"; + ui_tooltip = "How strongly the reflection shows through the floor."; + ui_min = 0.0; ui_max = 1.0; ui_step = 0.05; +> = 0.35; + +uniform float Falloff < + ui_type = "slider"; + ui_label = "Falloff"; + ui_tooltip = "How quickly the reflection fades as the floor comes towards the viewer. At zero it stays even."; + ui_min = 0.0; ui_max = 4.0; ui_step = 0.1; +> = 1.2; + +uniform float Perspective < + ui_type = "slider"; + ui_label = "Perspective"; + ui_tooltip = "Stretches or squashes the mirrored image. One is a true mirror, higher values pull it towards the line."; + ui_min = 0.2; ui_max = 2.0; ui_step = 0.05; +> = 1.0; + +uniform float Ripple < + ui_type = "slider"; + ui_label = "Ripple"; + ui_tooltip = "Amplitude of the waves disturbing the reflection. At zero the mirror is perfectly still."; + ui_min = 0.0; ui_max = 1.0; ui_step = 0.05; +> = 0.0; + +uniform float RippleSpeed < + ui_type = "slider"; + ui_label = "Ripple Speed"; + ui_tooltip = "How fast the waves travel."; + ui_min = 0.0; ui_max = 4.0; ui_step = 0.1; +> = 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); +} + +float4 PS_Reflections(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target +{ + float3 color = tex2D(BackBuffer, uv).rgb; + + float depth = uv.y - Horizon; + float on_floor = step(0.0, depth); + float span = max(1.0 - Horizon, 0.001); + float distance_down = saturate(depth / span); + + float seconds = Timer * 0.001; + float wave = sin(uv.x * 38.0 + seconds * RippleSpeed * 2.0) * + sin(uv.y * 21.0 - seconds * RippleSpeed * 1.3); + float2 disturbance = float2(wave * 0.004, wave * 0.002) * Ripple * distance_down; + + float2 mirrored = float2(uv.x, Horizon - depth * Perspective) + disturbance; + float3 reflection = tex2D(BackBuffer, saturate(mirrored)).rgb; + + float fade = pow(max(1.0 - distance_down, 0.0001), Falloff); + float strength = Amount * fade * on_floor; + + return float4(lerp(color, reflection, strength), 1.0); +} + +technique Reflections < + ui_label = "Reflections"; + ui_tooltip = "Mirrors the picture into a reflective floor below a line you choose, with optional water ripples."; +> +{ + pass + { + VertexShader = VS_PostProcess; + PixelShader = PS_Reflections; + } +}