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Messing around with chromatic aberration fx
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+58
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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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texture BackBufferTex : COLOR;
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sampler BackBuffer { Texture = BackBufferTex; };
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uniform float Strength <
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ui_type = "slider";
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ui_label = "Strength";
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ui_tooltip = "Channel separation in pixels, measured at the edge of the screen.";
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ui_min = 0.0; ui_max = 8.0; ui_step = 0.1;
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> = 1.5;
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uniform float Falloff <
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ui_type = "slider";
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ui_label = "Falloff";
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ui_tooltip = "How fast the separation grows away from the centre. Higher keeps the middle clean.";
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ui_min = 1.0; ui_max = 4.0; ui_step = 0.1;
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> = 2.0;
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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_ChromaticAberration(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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{
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float2 texel = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT);
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float2 direction = uv - float2(0.5, 0.5);
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float radius = length(direction);
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float2 unit = direction / max(radius, 0.0001);
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float2 offset = unit * Strength * pow(radius * 2.0, Falloff) * texel;
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float red = tex2D(BackBuffer, uv + offset).r;
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float green = tex2D(BackBuffer, uv).g;
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float blue = tex2D(BackBuffer, uv - offset).b;
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return float4(red, green, blue, 1.0);
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}
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technique ChromaticAberration
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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_ChromaticAberration;
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}
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}
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Vendored
+96
@@ -0,0 +1,96 @@
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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 2015 Niklas Haas
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// SPDX-License-Identifier: MIT
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texture BackBufferTex : COLOR;
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sampler BackBuffer { Texture = BackBufferTex; };
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uniform float Threshold <
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ui_type = "slider";
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ui_label = "Threshold";
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ui_tooltip = "How flat a neighbourhood must be before it gets smoothed. Raise it to catch wider bands, lower it to keep more detail.";
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ui_min = 0.002; ui_max = 0.05; ui_step = 0.001;
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> = 0.012;
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uniform float Radius <
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ui_type = "slider";
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ui_label = "Radius";
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ui_tooltip = "How far the sampling reaches, in pixels. Wider gradients need a larger radius.";
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ui_min = 1.0; ui_max = 32.0; ui_step = 1.0;
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> = 8.0;
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uniform float Grain <
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ui_type = "slider";
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ui_label = "Dither";
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ui_tooltip = "Noise added to break up whatever banding survives the smoothing.";
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ui_min = 0.0; ui_max = 0.02; ui_step = 0.001;
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> = 0.004;
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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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float Hash(float2 p)
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{
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float3 scattered = frac(float3(p.x, p.y, p.x) * 0.1031);
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scattered += dot(scattered, scattered.yzx + 33.33);
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return frac((scattered.x + scattered.y) * scattered.z);
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}
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float4 PS_Deband(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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{
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float2 texel = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT);
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float3 centre = tex2D(BackBuffer, uv).rgb;
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float base = Hash(pos.xy) * 6.2831853;
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float3 total = float3(0.0, 0.0, 0.0);
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float3 deviation = float3(0.0, 0.0, 0.0);
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for (int ring = 1; ring <= 2; ++ring)
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{
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float angle = base + float(ring) * 2.3999632;
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float reach = Radius * float(ring) * 0.5;
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float2 along = float2(cos(angle), sin(angle)) * reach;
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float2 across = float2(-along.y, along.x);
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float3 s0 = tex2D(BackBuffer, uv + along * texel).rgb;
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float3 s1 = tex2D(BackBuffer, uv - along * texel).rgb;
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float3 s2 = tex2D(BackBuffer, uv + across * texel).rgb;
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float3 s3 = tex2D(BackBuffer, uv - across * texel).rgb;
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total += s0 + s1 + s2 + s3;
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deviation = max(deviation, max(max(abs(s0 - centre), abs(s1 - centre)),
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max(abs(s2 - centre), abs(s3 - centre))));
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}
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float3 average = total * 0.125;
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float3 flatness = float3(1.0, 1.0, 1.0) -
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smoothstep(Threshold * 0.5, Threshold, deviation);
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float3 result = lerp(centre, average, flatness);
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float dither = (Hash(pos.xy + float2(71.3, 41.7)) - 0.5) * Grain;
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return float4(saturate(result + dither), 1.0);
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}
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technique Deband
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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_Deband;
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}
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}
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@@ -567,7 +567,7 @@ bool PostProcessChain::BuildEffects(const Device& device, MemoryAllocator& alloc
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entry_binding.binding = binding.entry_point_binding;
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entry_binding.sampler_index = binding.index;
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out.sampler_bindings.push_back(entry_binding);
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binding_count = std::max(binding_count, binding.entry_point_binding + 1);
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binding_count = std::max<u32>(binding_count, binding.entry_point_binding + 1);
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}
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const std::vector<VkDescriptorType> sampler_types(
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