// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later texture BackBufferTex : COLOR; sampler BackBuffer { Texture = BackBufferTex; }; uniform float Strength < ui_type = "slider"; ui_label = "Strength"; ui_tooltip = "Channel separation in pixels, measured at the edge of the screen."; ui_min = 0.0; ui_max = 8.0; ui_step = 0.1; > = 1.5; uniform float Falloff < ui_type = "slider"; ui_label = "Falloff"; ui_tooltip = "How fast the separation grows away from the centre. Higher keeps the middle clean."; ui_min = 1.0; ui_max = 4.0; ui_step = 0.1; > = 2.0; 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_ChromaticAberration(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target { float2 texel = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT); float2 direction = uv - float2(0.5, 0.5); float radius = length(direction); float2 unit = direction / max(radius, 0.0001); float2 offset = unit * Strength * pow(radius * 2.0, Falloff) * texel; float red = tex2D(BackBuffer, uv + offset).r; float green = tex2D(BackBuffer, uv).g; float blue = tex2D(BackBuffer, uv - offset).b; return float4(red, green, blue, 1.0); } technique ChromaticAberration < ui_label = "Chromatic Aberration"; ui_tooltip = "Splits the colour channels apart towards the edges of the screen, the way a cheap lens fails to focus every colour on the same spot."; > { pass { VertexShader = VS_PostProcess; PixelShader = PS_ChromaticAberration; } }