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https://git.eden-emu.dev/eden-emu/eden.git
synced 2026-09-04 11:23:12 +00:00
46 lines
1.2 KiB
HLSL
46 lines
1.2 KiB
HLSL
texture EdenBackBufferTex : COLOR;
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sampler EdenBackBuffer { Texture = EdenBackBufferTex; };
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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_min = 0.0; ui_max = 3.0; ui_step = 0.01;
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> = 0.6;
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void VS_Eden(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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float4 PS_Sharpen(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 centre = tex2D(EdenBackBuffer, uv).rgb;
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float3 blur = tex2D(EdenBackBuffer, uv + float2(-texel.x, 0.0)).rgb;
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blur += tex2D(EdenBackBuffer, uv + float2(texel.x, 0.0)).rgb;
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blur += tex2D(EdenBackBuffer, uv + float2(0.0, -texel.y)).rgb;
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blur += tex2D(EdenBackBuffer, uv + float2(0.0, texel.y)).rgb;
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blur *= 0.25;
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return float4(centre + (centre - blur) * Amount, 1.0);
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}
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technique EdenSharpen
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{
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pass
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{
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VertexShader = VS_Eden;
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PixelShader = PS_Sharpen;
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}
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}
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