// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later texture BackBufferTex : COLOR; sampler BackBuffer { Texture = BackBufferTex; }; uniform float Exposure < ui_type = "slider"; ui_label = "Exposure"; ui_min = 0.5; ui_max = 2.0; ui_step = 0.01; > = 1.0; uniform float Toe < ui_type = "slider"; ui_label = "Toe"; ui_tooltip = "Above 1.0 deepens the shadows, below 1.0 lifts them."; ui_min = 0.5; ui_max = 2.0; ui_step = 0.01; > = 1.2; uniform float Shoulder < ui_type = "slider"; ui_label = "Shoulder"; ui_tooltip = "Above 1.0 opens up the highlights, below 1.0 compresses them."; ui_min = 0.5; ui_max = 2.0; ui_step = 0.01; > = 1.2; uniform float Amount < ui_type = "slider"; ui_label = "Amount"; ui_min = 0.0; ui_max = 1.0; ui_step = 0.01; > = 0.7; void VS_PostProcess(in uint id : SV_VertexID, out float4 pos : SV_Position, out float2 uv : TEXCOORD) { uv = float2(float(id & 2), float((id & 1) << 1)); pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); } float4 PS_FilmicCurve(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target { float3 rgb = tex2D(BackBuffer, uv).rgb; float3 curved = saturate(rgb * Exposure); curved = pow(max(curved, 0.0), Toe); curved = 1.0 - pow(max(1.0 - curved, 0.0), Shoulder); return float4(saturate(lerp(rgb, curved, Amount)), 1.0); } technique FilmicCurve < ui_label = "Filmic Curve"; ui_tooltip = "Filmic contrast curve. Deepens the shadows and opens the highlights without clipping either end."; > { pass { VertexShader = VS_PostProcess; PixelShader = PS_FilmicCurve; } }