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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>
89 lines
2.7 KiB
HLSL
89 lines
2.7 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 Length <
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ui_type = "slider";
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ui_label = "Length";
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ui_tooltip = "How far the streaks reach, as a percentage of screen height.";
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ui_min = 0.0; ui_max = 20.0; ui_step = 0.5;
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> = 5.0;
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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 = "Streaks running out from the centre of the screen, as if rushing forward. The centre stays sharp.";
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ui_min = 0.0; ui_max = 1.0; ui_step = 0.05;
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> = 1.0;
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uniform float Pan <
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ui_type = "slider";
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ui_label = "Pan";
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ui_tooltip = "Streaks running in one fixed direction, as if the camera were sweeping across.";
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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 Angle <
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ui_type = "slider";
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ui_label = "Pan Angle";
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ui_tooltip = "Direction of the sweep, in degrees.";
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ui_min = 0.0; ui_max = 360.0; ui_step = 5.0;
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> = 0.0;
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uniform float Spin <
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ui_type = "slider";
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ui_label = "Spin";
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ui_tooltip = "Streaks curling around the centre, as if the camera were rolling. Negative turns the other way.";
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ui_min = -1.0; ui_max = 1.0; ui_step = 0.05;
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> = 0.0;
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static const int TAPS = 24;
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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_MotionBlur(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 to_screen = float2(aspect, 1.0);
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float2 centred = (uv - 0.5) * to_screen * 2.0;
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float2 outward = centred;
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float2 around = float2(-centred.y, centred.x);
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float radians_angle = Angle * 0.01745329;
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float2 sweep = float2(cos(radians_angle), sin(radians_angle));
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float2 velocity = sweep * Pan + outward * Zoom + around * Spin;
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velocity *= Length * 0.01;
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velocity /= to_screen;
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float jitter = frac(sin(dot(pos.xy, float2(12.9898, 78.233))) * 43758.5453);
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float3 sum = float3(0.0, 0.0, 0.0);
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[unroll] for (int i = 0; i < TAPS; ++i)
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{
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float t = (float(i) + jitter) / float(TAPS) - 0.5;
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sum += tex2D(BackBuffer, uv + velocity * t).rgb;
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}
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return float4(sum / float(TAPS), 1.0);
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}
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technique MotionBlur <
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ui_label = "Motion Blur";
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ui_tooltip = "Camera style motion blur: streaks the picture outwards, sideways or around, without touching still detail at the centre.";
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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_MotionBlur;
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}
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}
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