// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later texture BackBufferTex : COLOR; sampler BackBuffer { Texture = BackBufferTex; }; uniform float Timer < source = "timer"; > = 0.0; uniform float Horizon < ui_type = "slider"; ui_label = "Reflection Line"; ui_tooltip = "Height on screen where the reflective floor begins. Everything above it is left untouched."; ui_min = 0.0; ui_max = 1.0; ui_step = 0.01; > = 0.55; uniform float Amount < ui_type = "slider"; ui_label = "Amount"; ui_tooltip = "How strongly the reflection shows through the floor."; ui_min = 0.0; ui_max = 1.0; ui_step = 0.05; > = 0.35; uniform float Falloff < ui_type = "slider"; ui_label = "Falloff"; ui_tooltip = "How quickly the reflection fades as the floor comes towards the viewer. At zero it stays even."; ui_min = 0.0; ui_max = 4.0; ui_step = 0.1; > = 1.2; uniform float Perspective < ui_type = "slider"; ui_label = "Perspective"; ui_tooltip = "Stretches or squashes the mirrored image. One is a true mirror, higher values pull it towards the line."; ui_min = 0.2; ui_max = 2.0; ui_step = 0.05; > = 1.0; uniform float Ripple < ui_type = "slider"; ui_label = "Ripple"; ui_tooltip = "Amplitude of the waves disturbing the reflection. At zero the mirror is perfectly still."; ui_min = 0.0; ui_max = 1.0; ui_step = 0.05; > = 0.0; uniform float RippleSpeed < ui_type = "slider"; ui_label = "Ripple Speed"; ui_tooltip = "How fast the waves travel."; ui_min = 0.0; ui_max = 4.0; ui_step = 0.1; > = 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_Reflections(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target { float3 color = tex2D(BackBuffer, uv).rgb; float depth = uv.y - Horizon; float on_floor = step(0.0, depth); float span = max(1.0 - Horizon, 0.001); float distance_down = saturate(depth / span); float seconds = Timer * 0.001; float wave = sin(uv.x * 38.0 + seconds * RippleSpeed * 2.0) * sin(uv.y * 21.0 - seconds * RippleSpeed * 1.3); float2 disturbance = float2(wave * 0.004, wave * 0.002) * Ripple * distance_down; float2 mirrored = float2(uv.x, Horizon - depth * Perspective) + disturbance; float3 reflection = tex2D(BackBuffer, saturate(mirrored)).rgb; float fade = pow(max(1.0 - distance_down, 0.0001), Falloff); float strength = Amount * fade * on_floor; return float4(lerp(color, reflection, strength), 1.0); } technique Reflections < ui_label = "Reflections"; ui_tooltip = "Mirrors the picture into a reflective floor below a line you choose, with optional water ripples."; > { pass { VertexShader = VS_PostProcess; PixelShader = PS_Reflections; } }