// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later texture BackBufferTex : COLOR; sampler BackBuffer { Texture = BackBufferTex; }; uniform float InputBlack < ui_type = "slider"; ui_label = "Input Black"; ui_tooltip = "Input level mapped to black. Raise it to deepen washed out shadows."; ui_min = 0.0; ui_max = 0.5; ui_step = 0.005; > = 0.0; uniform float InputWhite < ui_type = "slider"; ui_label = "Input White"; ui_min = 0.5; ui_max = 1.0; ui_step = 0.005; > = 1.0; uniform float Gamma < ui_type = "slider"; ui_label = "Gamma"; ui_min = 0.2; ui_max = 3.0; ui_step = 0.01; > = 1.0; uniform float OutputBlack < ui_type = "slider"; ui_label = "Output Black"; ui_tooltip = "Lifts crushed shadows so detail stops collapsing into one flat black."; ui_min = 0.0; ui_max = 0.5; ui_step = 0.005; > = 0.0; uniform float OutputWhite < ui_type = "slider"; ui_label = "Output White"; ui_min = 0.5; ui_max = 1.0; ui_step = 0.005; > = 1.0; void VS_PostProcess(in uint id : SV_VertexID, out float4 pos : SV_Position, out float2 uv : TEXCOORD) { uv = float2(float(id & 2), float((id & 1) << 1)); pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); } float4 PS_Levels(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target { float3 rgb = tex2D(BackBuffer, uv).rgb; rgb = saturate((rgb - InputBlack) / max(InputWhite - InputBlack, 0.001)); rgb = pow(max(rgb, 0.0), 1.0 / max(Gamma, 0.001)); rgb = lerp(OutputBlack, OutputWhite, rgb); return float4(saturate(rgb), 1.0); } technique Levels < ui_label = "Levels"; ui_tooltip = "Black point, white point, gamma and output range. Use it to fix crushed or washed out shadows."; > { pass { VertexShader = VS_PostProcess; PixelShader = PS_Levels; } }