mirror of
https://git.eden-emu.dev/eden-emu/eden.git
synced 2026-09-05 12:00:05 +00:00
151 lines
4.4 KiB
HLSL
151 lines
4.4 KiB
HLSL
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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texture BackBufferTex : COLOR;
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sampler BackBuffer { Texture = BackBufferTex; };
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texture BrightTex { Width = BUFFER_WIDTH / 2; Height = BUFFER_HEIGHT / 2; Format = RGBA16F; };
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sampler Bright { Texture = BrightTex; };
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texture BounceTex { Width = BUFFER_WIDTH / 2; Height = BUFFER_HEIGHT / 2; Format = RGBA16F; };
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sampler BounceMap { Texture = BounceTex; };
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uniform float Threshold <
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ui_type = "slider";
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ui_label = "Light Threshold";
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ui_tooltip = "Luminance above which a pixel is treated as a light source.";
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ui_min = 0.0; ui_max = 1.0; ui_step = 0.01;
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> = 0.45;
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uniform float Radius <
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ui_type = "slider";
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ui_label = "Bounce Radius";
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ui_tooltip = "How far light spreads onto neighbouring surfaces.";
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ui_min = 0.5; ui_max = 8.0; ui_step = 0.1;
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> = 3.0;
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uniform float Bounce <
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ui_type = "slider";
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ui_label = "Bounce Strength";
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ui_tooltip = "Amount of coloured light bleeding onto the image.";
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ui_min = 0.0; ui_max = 2.0; ui_step = 0.05;
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> = 0.7;
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uniform float Occlusion <
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ui_type = "slider";
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ui_label = "Contact Shadows";
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ui_tooltip = "Darkening applied where a pixel is dimmer than its surroundings.";
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ui_min = 0.0; ui_max = 2.0; ui_step = 0.05;
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> = 0.6;
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uniform float Saturation <
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ui_type = "slider";
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ui_label = "Bounce Saturation";
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ui_tooltip = "How strongly the bounced light keeps the colour of its source.";
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ui_min = 0.0; ui_max = 2.0; ui_step = 0.05;
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> = 1.3;
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void VS_PostProcess(in uint id : SV_VertexID, out float4 pos : SV_Position, out float2 uv : TEXCOORD)
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{
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uv = float2(0.0, 0.0);
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if (id == 2)
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{
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uv.x = 2.0;
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}
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if (id == 1)
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{
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uv.y = 2.0;
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}
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pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
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}
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float Luma(float3 color)
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{
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return dot(color, float3(0.2126, 0.7152, 0.0722));
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}
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float4 PS_Extract(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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{
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float2 texel = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT);
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float3 sum = tex2D(BackBuffer, uv).rgb;
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sum += tex2D(BackBuffer, uv + texel * float2(-1.0, -1.0)).rgb;
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sum += tex2D(BackBuffer, uv + texel * float2( 1.0, -1.0)).rgb;
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sum += tex2D(BackBuffer, uv + texel * float2(-1.0, 1.0)).rgb;
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sum += tex2D(BackBuffer, uv + texel * float2( 1.0, 1.0)).rgb;
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sum *= 0.2;
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float luma = Luma(sum);
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float mask = saturate((luma - Threshold) / max(1.0 - Threshold, 0.0001));
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float3 tint = lerp(float3(luma, luma, luma), sum, Saturation);
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return float4(tint * mask * mask, 1.0);
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}
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float4 PS_Spread(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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{
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float2 unit = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT) * Radius * 8.0;
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const float2 dirs[8] = {
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float2( 1.0, 0.0), float2(-1.0, 0.0),
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float2( 0.0, 1.0), float2( 0.0, -1.0),
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float2( 0.7071, 0.7071), float2(-0.7071, 0.7071),
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float2( 0.7071, -0.7071), float2(-0.7071, -0.7071)
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};
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float3 sum = tex2D(Bright, uv).rgb;
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float total = 1.0;
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for (int i = 0; i < 8; ++i)
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{
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sum += tex2D(Bright, uv + dirs[i] * unit * 0.45).rgb * 0.8;
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sum += tex2D(Bright, uv + dirs[i] * unit).rgb * 0.5;
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total += 1.3;
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}
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return float4(sum / total, 1.0);
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}
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float4 PS_Composite(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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{
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float2 texel = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT) * 2.0;
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float3 color = tex2D(BackBuffer, uv).rgb;
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float centre = Luma(color);
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float around = Luma(tex2D(BackBuffer, uv + texel * float2(-1.0, 0.0)).rgb);
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around += Luma(tex2D(BackBuffer, uv + texel * float2( 1.0, 0.0)).rgb);
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around += Luma(tex2D(BackBuffer, uv + texel * float2( 0.0, -1.0)).rgb);
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around += Luma(tex2D(BackBuffer, uv + texel * float2( 0.0, 1.0)).rgb);
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around *= 0.25;
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float cavity = saturate(around - centre);
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float shadow = 1.0 - cavity * Occlusion;
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float3 bounce = tex2D(BounceMap, uv).rgb;
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float3 lit = color * shadow + bounce * Bounce * (1.0 - centre);
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return float4(saturate(lit), 1.0);
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}
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technique FakeGI
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{
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pass
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{
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VertexShader = VS_PostProcess;
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PixelShader = PS_Extract;
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RenderTarget = BrightTex;
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}
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pass
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{
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VertexShader = VS_PostProcess;
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PixelShader = PS_Spread;
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RenderTarget = BounceTex;
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}
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pass
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{
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VertexShader = VS_PostProcess;
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PixelShader = PS_Composite;
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}
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}
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