// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later texture BackBufferTex : COLOR; sampler BackBuffer { Texture = BackBufferTex; }; uniform float Intensity < ui_type = "slider"; ui_label = "Intensity"; ui_min = 0.0; ui_max = 0.2; ui_step = 0.005; > = 0.03; uniform float Size < ui_type = "slider"; ui_label = "Size"; ui_tooltip = "Grain cell size in pixels."; ui_min = 1.0; ui_max = 4.0; ui_step = 1.0; > = 1.0; uniform float Colored < ui_type = "slider"; ui_label = "Colour"; ui_tooltip = "Zero gives monochrome grain, one gives independent noise per channel."; ui_min = 0.0; ui_max = 1.0; ui_step = 0.01; > = 0.0; 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); } float Hash(float2 p) { float3 scattered = frac(float3(p.x, p.y, p.x) * 0.1031); scattered += dot(scattered, scattered.yzx + 33.33); return frac((scattered.x + scattered.y) * scattered.z); } float4 PS_FilmGrain(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target { float3 rgb = tex2D(BackBuffer, uv).rgb; float2 cell = floor(pos.xy / max(Size, 1.0)); float mono = Hash(cell) - 0.5; float3 chroma = float3(Hash(cell + 11.7), Hash(cell + 23.1), Hash(cell + 37.5)) - 0.5; float3 noise = lerp(float3(mono, mono, mono), chroma, Colored); float luma = dot(rgb, float3(0.2126, 0.7152, 0.0722)); float response = 1.0 - abs(luma * 2.0 - 1.0); return float4(saturate(rgb + noise * Intensity * response), 1.0); } technique FilmGrain < ui_label = "Film Grain"; ui_tooltip = "Adds photographic grain, strongest in the midtones and fading out in blacks and whites."; > { pass { VertexShader = VS_PostProcess; PixelShader = PS_FilmGrain; } }