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ed566919f4
Very self-explanatory; implementation of the feature for post-processing shaders for Android (at least for now); will allow users to enhance the graphic quality of video games based on the use of multiple shaders adjustable, presets and more, inspired on the PPSSPP implementation, this feature adds 22 customizable shaders (1 pass) that lives on the overlay of the screen, which means that aside of the capability to chain multiple shaders on the screen, this doesn't have depths (pixel/ depth z-buffer) so it ensures the performance with it's use. Few shaders were a faithful port from PPSSPP with their respective attribution on the shader headers for their respective owners; and there are adaptations from public references/ cinematographic (Anime4K) and the rest are my own addition. _Special Credits:_ 1.- PPSSPP Team for their contribution on the public references for shaders: Henrik Rydgard, ShadX, SimoneT, KillaMaaki and guest(r). 2.- Niklas Haas. 3.- bloc97. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4348 Reviewed-by: lizzie <lizzie@eden-emu.dev> Reviewed-by: Maufeat <sahyno1996@gmail.com>
54 lines
1.7 KiB
HLSL
54 lines
1.7 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 Strength <
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ui_type = "slider";
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ui_label = "Strength";
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ui_tooltip = "Channel separation in pixels, measured at the edge of the screen.";
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ui_min = 0.0; ui_max = 8.0; ui_step = 0.1;
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> = 1.5;
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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 fast the separation grows away from the centre. Higher keeps the middle clean.";
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ui_min = 1.0; ui_max = 4.0; ui_step = 0.1;
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> = 2.0;
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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_ChromaticAberration(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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float2 direction = uv - float2(0.5, 0.5);
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float radius = length(direction);
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float2 unit = direction / max(radius, 0.0001);
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float2 offset = unit * Strength * pow(radius * 2.0, Falloff) * texel;
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float red = tex2D(BackBuffer, uv + offset).r;
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float green = tex2D(BackBuffer, uv).g;
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float blue = tex2D(BackBuffer, uv - offset).b;
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return float4(red, green, blue, 1.0);
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}
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technique ChromaticAberration <
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ui_label = "Chromatic Aberration";
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ui_tooltip = "Splits the colour channels apart towards the edges of the screen, the way a cheap lens fails to focus every colour on the same spot.";
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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_ChromaticAberration;
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}
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}
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