// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later texture BackBufferTex : COLOR; sampler BackBuffer { Texture = BackBufferTex; }; uniform float Distortion < ui_type = "slider"; ui_label = "Distortion"; ui_tooltip = "Positive bulges the picture outwards, negative pinches it inwards."; ui_min = -0.5; ui_max = 0.5; ui_step = 0.01; > = 0.1; uniform float Zoom < ui_type = "slider"; ui_label = "Zoom"; ui_tooltip = "Scales the picture to hide the edges the warp pulls in."; ui_min = 0.5; ui_max = 1.5; ui_step = 0.01; > = 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_LensDistortion(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target { float aspect = BUFFER_WIDTH * BUFFER_RCP_HEIGHT; float2 half_size = float2(aspect, 1.0); float2 unit = half_size / length(half_size); float2 centred = (uv - 0.5) * 2.0 * unit; float r2 = dot(centred, centred); centred *= 1.0 + Distortion * r2; centred /= max(Zoom, 0.001); float2 source = centred / (2.0 * unit) + 0.5; return float4(tex2D(BackBuffer, source).rgb, 1.0); } technique LensDistortion < ui_label = "Lens Distortion"; ui_tooltip = "Barrel or pincushion warp, like looking through a wide angle lens."; > { pass { VertexShader = VS_PostProcess; PixelShader = PS_LensDistortion; } }