// 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 naturalA.fsh in PPSSPP, by ShadX, modified by SimoneT. texture BackBufferTex : COLOR; sampler BackBuffer { Texture = BackBufferTex; }; uniform float Luma < ui_type = "slider"; ui_label = "Luma Curve"; ui_tooltip = "Gamma applied to the luminance channel in YIQ space."; ui_min = 0.5; ui_max = 2.0; ui_step = 0.01; > = 1.2; uniform float Chroma < ui_type = "slider"; ui_label = "Chroma Gain"; ui_tooltip = "Boost applied to the two colour difference channels."; ui_min = 0.0; ui_max = 2.0; ui_step = 0.01; > = 1.2; 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_Natural(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target { const float3x3 RGBtoYIQ = float3x3(0.299, 0.587, 0.114, 0.596, -0.275, -0.321, 0.212, -0.523, 0.311); const float3x3 YIQtoRGB = float3x3(1.0, 0.95568806, 0.61985809, 1.0, -0.27158180, -0.64687382, 1.0, -1.10817733, 1.70506456); float3 rgb = tex2D(BackBuffer, uv).rgb; float3 yiq = mul(RGBtoYIQ, rgb); yiq.x = pow(max(yiq.x, 0.0), Luma); yiq.yz *= Chroma; return float4(saturate(mul(YIQtoRGB, yiq)), 1.0); } technique NaturalColors { pass { VertexShader = VS_PostProcess; PixelShader = PS_Natural; } }