// 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 fakereflections.fsh in PPSSPP. texture BackBufferTex : COLOR; sampler BackBuffer { Texture = BackBufferTex; }; uniform float Amount < ui_type = "slider"; ui_label = "Amount"; ui_tooltip = "Strength of the reflection added to the lower half of the screen."; ui_min = 0.0; ui_max = 1.0; ui_step = 0.05; > = 0.6; uniform float Power < ui_type = "slider"; ui_label = "Power"; ui_tooltip = "How sharply the reflection falls off away from bright areas."; ui_min = 0.0; ui_max = 1.0; ui_step = 0.05; > = 0.5; 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 Wrap(float value, float period) { return period * frac(value / period); } float4 PS_FakeReflections(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 rndx = Wrap(uv.x + gray, 0.03) + Wrap(uv.y + saturation, 0.05); float rndy = Wrap(uv.y + saturation, 0.03) + Wrap(uv.x + gray, 0.05); float falloff = (max(gray, saturation) + 0.1) * uv.y; float2 offset = float2(rndx, rndy - min(uv.y, 0.25)) * falloff; float3 reflection = tex2D(BackBuffer, uv + offset).rgb; reflection *= 4.0 * (1.0 - gray) * Amount; reflection *= reflection * falloff * Power; return float4(saturate(color + reflection), 1.0); } technique FakeReflections { pass { VertexShader = VS_PostProcess; PixelShader = PS_FakeReflections; } }