mirror of
https://git.eden-emu.dev/eden-emu/eden.git
synced 2026-09-05 03:54:32 +00:00
72 lines
1.9 KiB
HLSL
72 lines
1.9 KiB
HLSL
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
|
|
// SPDX-License-Identifier: GPL-3.0-or-later
|
|
|
|
// SPDX-FileCopyrightText: Copyright 2012 PPSSPP Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
// Ported from scanlines.fsh in PPSSPP.
|
|
|
|
|
|
texture BackBufferTex : COLOR;
|
|
sampler BackBuffer { Texture = BackBufferTex; };
|
|
|
|
uniform float Density <
|
|
ui_type = "slider";
|
|
ui_label = "Line Density";
|
|
ui_tooltip = "Number of scanline pairs across the screen.";
|
|
ui_min = 60.0; ui_max = 720.0; ui_step = 10.0;
|
|
> = 340.0;
|
|
|
|
uniform float Intensity <
|
|
ui_type = "slider";
|
|
ui_label = "Intensity";
|
|
ui_tooltip = "How dark the gaps between lines become.";
|
|
ui_min = 0.0; ui_max = 1.0; ui_step = 0.05;
|
|
> = 0.5;
|
|
|
|
uniform float Tint <
|
|
ui_type = "slider";
|
|
ui_label = "Phosphor Tint";
|
|
ui_tooltip = "Strength of the green-warm phosphor cast.";
|
|
ui_min = 0.0; ui_max = 1.0; ui_step = 0.05;
|
|
> = 1.0;
|
|
|
|
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_Scanlines(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
|
|
{
|
|
float line_pos = uv.y * Density * 0.5;
|
|
float gate = cos((frac(line_pos) - 0.5) * 3.1415926 * Intensity) * 1.5;
|
|
|
|
float3 rgb = tex2D(BackBuffer, uv).rgb;
|
|
float3 color = rgb * 0.5 + 0.5 * rgb * rgb * 1.2;
|
|
|
|
float3 phosphor = lerp(float3(1.0, 1.0, 1.0), float3(0.9, 1.0, 0.7), Tint);
|
|
color *= phosphor;
|
|
|
|
float2 diff = uv - 0.5;
|
|
color *= 1.1 - 0.6 * (dot(diff, diff) * 2.0);
|
|
|
|
return float4(saturate(color * saturate(gate)), 1.0);
|
|
}
|
|
|
|
technique Scanlines
|
|
{
|
|
pass
|
|
{
|
|
VertexShader = VS_PostProcess;
|
|
PixelShader = PS_Scanlines;
|
|
}
|
|
}
|