// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later texture BackBufferTex : COLOR; sampler BackBuffer { Texture = BackBufferTex; }; uniform float Amount < ui_type = "slider"; ui_label = "Amount"; ui_min = 0.0; ui_max = 3.0; ui_step = 0.01; > = 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); } float4 PS_Sharpen(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target { float2 texel = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT); float3 centre = tex2D(BackBuffer, uv).rgb; float3 blur = tex2D(BackBuffer, uv + float2(-texel.x, 0.0)).rgb; blur += tex2D(BackBuffer, uv + float2(texel.x, 0.0)).rgb; blur += tex2D(BackBuffer, uv + float2(0.0, -texel.y)).rgb; blur += tex2D(BackBuffer, uv + float2(0.0, texel.y)).rgb; blur *= 0.25; return float4(centre + (centre - blur) * Amount, 1.0); } technique Sharpen { pass { VertexShader = VS_PostProcess; PixelShader = PS_Sharpen; } }