// 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 crt.fsh in PPSSPP, by KillaMaaki. texture BackBufferTex : COLOR; sampler BackBuffer { Texture = BackBufferTex; }; uniform float Timer < source = "timer"; > = 0.0; uniform float Density < ui_type = "slider"; ui_label = "Line Density"; ui_min = 60.0; ui_max = 720.0; ui_step = 10.0; > = 272.0; uniform float RollSpeed < ui_type = "slider"; ui_label = "Roll Speed"; ui_tooltip = "Speed of the rolling bar. Zero disables it."; ui_min = 0.0; ui_max = 2.0; ui_step = 0.05; > = 1.0; uniform float Bleed < ui_type = "slider"; ui_label = "Colour Bleed"; ui_tooltip = "Horizontal separation of the red and green channels."; ui_min = 0.0; ui_max = 4.0; ui_step = 0.1; > = 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_CRT(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target { float seconds = Timer * 0.001; float scan = floor((uv.y + seconds * RollSpeed * 0.5) * Density); float line_intensity = frac(scan * 0.5) * 2.0; float2 shift = float2(line_intensity * 0.0005, 0.0); float2 bleed = float2(BUFFER_RCP_WIDTH * Bleed, 0.0); float r = tex2D(BackBuffer, uv + bleed + shift).r; float g = tex2D(BackBuffer, uv - bleed + shift).g; float b = tex2D(BackBuffer, uv).b; float3 color = float3(r, g * 0.99, b) * clamp(line_intensity, 0.85, 1.0); if (RollSpeed > 0.0) { float rollbar = sin((uv.y + seconds * RollSpeed) * 4.0); color += rollbar * 0.02; } return float4(saturate(color), 1.0); } technique CRT { pass { VertexShader = VS_PostProcess; PixelShader = PS_CRT; } }