// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later texture BackBufferTex : COLOR; sampler BackBuffer { Texture = BackBufferTex; }; uniform float ShadowHue < ui_type = "slider"; ui_label = "Shadow Hue"; ui_min = 0.0; ui_max = 360.0; ui_step = 1.0; > = 210.0; uniform float ShadowStrength < ui_type = "slider"; ui_label = "Shadow Strength"; ui_min = 0.0; ui_max = 1.0; ui_step = 0.01; > = 0.0; uniform float HighlightHue < ui_type = "slider"; ui_label = "Highlight Hue"; ui_min = 0.0; ui_max = 360.0; ui_step = 1.0; > = 45.0; uniform float HighlightStrength < ui_type = "slider"; ui_label = "Highlight Strength"; ui_min = 0.0; ui_max = 1.0; ui_step = 0.01; > = 0.0; uniform float Balance < ui_type = "slider"; ui_label = "Balance"; ui_tooltip = "Moves the split between what counts as shadow and what counts as highlight."; ui_min = -0.5; ui_max = 0.5; ui_step = 0.01; > = 0.0; 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); } float3 HueToRGB(float hue) { float h = frac(hue / 360.0) * 6.0; return saturate(float3(abs(h - 3.0) - 1.0, 2.0 - abs(h - 2.0), 2.0 - abs(h - 4.0))); } float4 PS_SplitToning(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target { float3 rgb = tex2D(BackBuffer, uv).rgb; float luma = saturate(dot(rgb, float3(0.2126, 0.7152, 0.0722)) + Balance); float3 shadow_tint = HueToRGB(ShadowHue) - 0.5; float3 highlight_tint = HueToRGB(HighlightHue) - 0.5; rgb += shadow_tint * ShadowStrength * 0.25 * (1.0 - luma); rgb += highlight_tint * HighlightStrength * 0.25 * luma; return float4(saturate(rgb), 1.0); } technique SplitToning < ui_label = "Split Toning"; ui_tooltip = "Tints the shadows and the highlights towards two different hues."; > { pass { VertexShader = VS_PostProcess; PixelShader = PS_SplitToning; } }