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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
1.6 KiB
HLSL
54 lines
1.6 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 Distortion <
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ui_type = "slider";
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ui_label = "Distortion";
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ui_tooltip = "Positive bulges the picture outwards, negative pinches it inwards.";
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ui_min = -0.5; ui_max = 0.5; ui_step = 0.01;
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> = 0.1;
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uniform float Zoom <
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ui_type = "slider";
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ui_label = "Zoom";
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ui_tooltip = "Scales the picture to hide the edges the warp pulls in.";
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ui_min = 0.5; ui_max = 1.5; ui_step = 0.01;
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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_LensDistortion(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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{
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float aspect = BUFFER_WIDTH * BUFFER_RCP_HEIGHT;
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float2 half_size = float2(aspect, 1.0);
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float2 unit = half_size / length(half_size);
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float2 centred = (uv - 0.5) * 2.0 * unit;
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float r2 = dot(centred, centred);
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centred *= 1.0 + Distortion * r2;
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centred /= max(Zoom, 0.001);
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float2 source = centred / (2.0 * unit) + 0.5;
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return float4(tex2D(BackBuffer, source).rgb, 1.0);
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}
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technique LensDistortion <
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ui_label = "Lens Distortion";
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ui_tooltip = "Barrel or pincushion warp, like looking through a wide angle lens.";
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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_LensDistortion;
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}
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}
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