// 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 bloomnoblur.fsh in PPSSPP. texture BackBufferTex : COLOR; sampler BackBuffer { Texture = BackBufferTex; }; uniform float Radius < ui_type = "slider"; ui_label = "Radius"; ui_tooltip = "How far the glow spreads from bright areas."; ui_min = 0.0; ui_max = 4.0; ui_step = 0.05; > = 1.0; uniform float Amount < ui_type = "slider"; ui_label = "Amount"; ui_tooltip = "Strength of the glow added on top of the image."; ui_min = 0.0; ui_max = 2.0; ui_step = 0.05; > = 0.6; 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 Weight(float3 color) { 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; return gray * gray / max(saturation, 0.25); } float4 PS_Bloom(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 spread = 0.002 * gray / max(saturation, 0.25) * Radius; float3 sum = float3(0.0, 0.0, 0.0); for (int x = -3; x <= 3; x += 2) { for (int y = -3; y <= 3; y += 2) { float3 tap = tex2D(BackBuffer, uv + float2(x, y) * spread).rgb; sum += tap * Weight(tap); } } sum /= 16.0; return float4(saturate(color + sum * Amount), 1.0); } technique Bloom { pass { VertexShader = VS_PostProcess; PixelShader = PS_Bloom; } }