// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later // SPDX-FileCopyrightText: Copyright 2012 PPSSPP Project // SPDX-FileCopyrightText: guest(r) // SPDX-License-Identifier: GPL-2.0-or-later texture BackBufferTex : COLOR; sampler BackBuffer { Texture = BackBufferTex; }; uniform float EdgeStrength < ui_type = "slider"; ui_label = "Edge Strength"; ui_tooltip = "Darkness of the ink outline drawn around detected edges."; ui_min = 0.0; ui_max = 2.0; ui_step = 0.05; > = 0.45; uniform float ShadowGuard < ui_type = "slider"; ui_label = "Shadow Guard"; ui_tooltip = "Holds the outline back in dark areas. Raise it if shadows turn into black blobs."; ui_min = 0.1; ui_max = 2.0; ui_step = 0.05; > = 0.8; uniform float Levels < ui_type = "slider"; ui_label = "Colour Levels"; ui_tooltip = "How many bands the colours are quantised into."; ui_min = 2.0; ui_max = 16.0; ui_step = 1.0; > = 6.0; uniform float Smoothing < ui_type = "slider"; ui_label = "Banding"; ui_tooltip = "How far the picture is pushed towards flat bands."; ui_min = 0.0; ui_max = 1.0; ui_step = 0.05; > = 0.75; uniform float Saturation < ui_type = "slider"; ui_label = "Saturation"; ui_min = 0.0; ui_max = 2.0; ui_step = 0.05; > = 1.15; 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_CartoonSoft(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target { float2 texel = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT); float3 c00 = tex2D(BackBuffer, uv + texel * float2(-1.0, -1.0)).rgb; float3 c10 = tex2D(BackBuffer, uv + texel * float2( 0.0, -1.0)).rgb; float3 c20 = tex2D(BackBuffer, uv + texel * float2( 1.0, -1.0)).rgb; float3 c01 = tex2D(BackBuffer, uv + texel * float2(-1.0, 0.0)).rgb; float3 c11 = tex2D(BackBuffer, uv).rgb; float3 c21 = tex2D(BackBuffer, uv + texel * float2( 1.0, 0.0)).rgb; float3 c02 = tex2D(BackBuffer, uv + texel * float2(-1.0, 1.0)).rgb; float3 c12 = tex2D(BackBuffer, uv + texel * float2( 0.0, 1.0)).rgb; float3 c22 = tex2D(BackBuffer, uv + texel * float2( 1.0, 1.0)).rgb; const float3 dt = float3(1.0, 1.0, 1.0); const float3 luma_weights = float3(0.299, 0.587, 0.114); float d1 = dot(abs(c00 - c22), dt); float d2 = dot(abs(c20 - c02), dt); float hl = dot(abs(c01 - c21), dt); float vl = dot(abs(c10 - c12), dt); float luma = dot(c11, luma_weights); float response = (d1 + d2 + hl + vl) / (luma * 2.0 + ShadowGuard); float ink = 1.0 - saturate(response * EdgeStrength); float scaled = luma * Levels; float step_position = frac(scaled); float eased = step_position * step_position * (3.0 - 2.0 * step_position); float banded = (floor(scaled) + eased) / Levels; float target = lerp(luma, banded, Smoothing); float3 tinted = c11 * (target / max(luma, 0.001)); float3 grey = dot(tinted, luma_weights); float3 color = lerp(grey, tinted, Saturation) * ink; return float4(saturate(color), 1.0); } technique CartoonSoft { pass { VertexShader = VS_PostProcess; PixelShader = PS_CartoonSoft; } }