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https://git.eden-emu.dev/eden-emu/eden.git
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91 lines
2.9 KiB
HLSL
91 lines
2.9 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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uniform float Timer < source = "timer"; > = 0.0;
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uniform float Horizon <
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ui_type = "slider";
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ui_label = "Reflection Line";
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ui_tooltip = "Height on screen where the reflective floor begins. Everything above it is left untouched.";
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ui_min = 0.0; ui_max = 1.0; ui_step = 0.01;
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> = 0.55;
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uniform float Amount <
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ui_type = "slider";
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ui_label = "Amount";
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ui_tooltip = "How strongly the reflection shows through the floor.";
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ui_min = 0.0; ui_max = 1.0; ui_step = 0.05;
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> = 0.35;
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uniform float Falloff <
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ui_type = "slider";
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ui_label = "Falloff";
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ui_tooltip = "How quickly the reflection fades as the floor comes towards the viewer. At zero it stays even.";
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ui_min = 0.0; ui_max = 4.0; ui_step = 0.1;
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> = 1.2;
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uniform float Perspective <
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ui_type = "slider";
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ui_label = "Perspective";
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ui_tooltip = "Stretches or squashes the mirrored image. One is a true mirror, higher values pull it towards the line.";
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ui_min = 0.2; ui_max = 2.0; ui_step = 0.05;
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> = 1.0;
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uniform float Ripple <
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ui_type = "slider";
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ui_label = "Ripple";
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ui_tooltip = "Amplitude of the waves disturbing the reflection. At zero the mirror is perfectly still.";
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ui_min = 0.0; ui_max = 1.0; ui_step = 0.05;
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> = 0.0;
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uniform float RippleSpeed <
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ui_type = "slider";
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ui_label = "Ripple Speed";
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ui_tooltip = "How fast the waves travel.";
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ui_min = 0.0; ui_max = 4.0; ui_step = 0.1;
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> = 1.0;
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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(float(id & 2), float((id & 1) << 1));
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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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float4 PS_Reflections(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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{
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float3 color = tex2D(BackBuffer, uv).rgb;
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float depth = uv.y - Horizon;
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float on_floor = step(0.0, depth);
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float span = max(1.0 - Horizon, 0.001);
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float distance_down = saturate(depth / span);
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float seconds = Timer * 0.001;
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float wave = sin(uv.x * 38.0 + seconds * RippleSpeed * 2.0) *
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sin(uv.y * 21.0 - seconds * RippleSpeed * 1.3);
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float2 disturbance = float2(wave * 0.004, wave * 0.002) * Ripple * distance_down;
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float2 mirrored = float2(uv.x, Horizon - depth * Perspective) + disturbance;
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float3 reflection = tex2D(BackBuffer, saturate(mirrored)).rgb;
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float fade = pow(max(1.0 - distance_down, 0.0001), Falloff);
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float strength = Amount * fade * on_floor;
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return float4(lerp(color, reflection, strength), 1.0);
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}
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technique Reflections <
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ui_label = "Reflections";
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ui_tooltip = "Mirrors the picture into a reflective floor below a line you choose, with optional water ripples.";
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>
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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_Reflections;
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}
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}
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