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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>
66 lines
1.9 KiB
HLSL
66 lines
1.9 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 Intensity <
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ui_type = "slider";
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ui_label = "Intensity";
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ui_min = 0.0; ui_max = 0.2; ui_step = 0.005;
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> = 0.03;
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uniform float Size <
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ui_type = "slider";
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ui_label = "Size";
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ui_tooltip = "Grain cell size in pixels.";
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ui_min = 1.0; ui_max = 4.0; ui_step = 1.0;
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> = 1.0;
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uniform float Colored <
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ui_type = "slider";
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ui_label = "Colour";
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ui_tooltip = "Zero gives monochrome grain, one gives independent noise per channel.";
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ui_min = 0.0; ui_max = 1.0; ui_step = 0.01;
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> = 0.0;
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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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float Hash(float2 p)
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{
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float3 scattered = frac(float3(p.x, p.y, p.x) * 0.1031);
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scattered += dot(scattered, scattered.yzx + 33.33);
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return frac((scattered.x + scattered.y) * scattered.z);
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}
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float4 PS_FilmGrain(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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{
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float3 rgb = tex2D(BackBuffer, uv).rgb;
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float2 cell = floor(pos.xy / max(Size, 1.0));
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float mono = Hash(cell) - 0.5;
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float3 chroma = float3(Hash(cell + 11.7), Hash(cell + 23.1), Hash(cell + 37.5)) - 0.5;
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float3 noise = lerp(float3(mono, mono, mono), chroma, Colored);
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float luma = dot(rgb, float3(0.2126, 0.7152, 0.0722));
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float response = 1.0 - abs(luma * 2.0 - 1.0);
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return float4(saturate(rgb + noise * Intensity * response), 1.0);
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}
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technique FilmGrain <
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ui_label = "Film Grain";
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ui_tooltip = "Adds photographic grain, strongest in the midtones and fading out in blacks and whites.";
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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_FilmGrain;
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}
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}
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