// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later // SPDX-FileCopyrightText: Copyright 2012 PPSSPP Project // SPDX-FileCopyrightText: guest(r) // SPDX-License-Identifier: GPL-2.0-or-later // Ported from cartoon.fsh in PPSSPP, Advanced Cartoon shader I by guest(r). texture BackBufferTex : COLOR; sampler BackBuffer { Texture = BackBufferTex; }; uniform float EdgeStrength < ui_type = "slider"; ui_label = "Edge Strength"; ui_tooltip = "Darkness of the ink outline drawn around detected edges."; ui_min = 0.0; ui_max = 2.0; ui_step = 0.05; > = 0.5; uniform float Levels < ui_type = "slider"; ui_label = "Colour Levels"; ui_tooltip = "How many bands the colours are quantised into."; ui_min = 2.0; ui_max = 16.0; ui_step = 1.0; > = 4.0; 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_Cartoon(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target { float2 texel = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT); float3 c00 = tex2D(BackBuffer, uv + texel * float2(-1.0, -1.0)).rgb; float3 c10 = tex2D(BackBuffer, uv + texel * float2( 0.0, -1.0)).rgb; float3 c20 = tex2D(BackBuffer, uv + texel * float2( 1.0, -1.0)).rgb; float3 c01 = tex2D(BackBuffer, uv + texel * float2(-1.0, 0.0)).rgb; float3 c11 = tex2D(BackBuffer, uv).rgb; float3 c21 = tex2D(BackBuffer, uv + texel * float2( 1.0, 0.0)).rgb; float3 c02 = tex2D(BackBuffer, uv + texel * float2(-1.0, 1.0)).rgb; float3 c12 = tex2D(BackBuffer, uv + texel * float2( 0.0, 1.0)).rgb; float3 c22 = tex2D(BackBuffer, uv + texel * float2( 1.0, 1.0)).rgb; const float3 dt = float3(1.0, 1.0, 1.0); float d1 = dot(abs(c00 - c22), dt); float d2 = dot(abs(c20 - c02), dt); float hl = dot(abs(c01 - c21), dt); float vl = dot(abs(c10 - c12), dt); float edge = EdgeStrength * (d1 + d2 + hl + vl) / (dot(c11, dt) + 0.15); float lc = Levels * length(c11); float f = frac(lc); f *= f; lc = (floor(lc) + f * f) / Levels + 0.05; float3 unit = normalize(max(c11, 0.0001)); float3 quant = Levels * unit; float3 frct = frac(quant); frct *= frct; quant = floor(quant) + 0.05 * dt + frct * frct; float3 color = lc * (1.1 - edge * sqrt(edge)) * quant / Levels; return float4(saturate(color), 1.0); } technique Cartoon { pass { VertexShader = VS_PostProcess; PixelShader = PS_Cartoon; } }