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eden/dist/post_shaders/Scanlines.fx
T
CamilleLaVey ed566919f4 [vulkan, android] Add feature of post-processing shaders on Android (#4348)
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>
2026-09-10 15:14:02 +02:00

67 lines
2.0 KiB
HLSL

// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2012 PPSSPP Project
// SPDX-License-Identifier: GPL-2.0-or-later
// Ported from scanlines.fsh in PPSSPP.
texture BackBufferTex : COLOR;
sampler BackBuffer { Texture = BackBufferTex; };
uniform float Density <
ui_type = "slider";
ui_label = "Line Density";
ui_tooltip = "Number of scanline pairs across the screen.";
ui_min = 60.0; ui_max = 720.0; ui_step = 10.0;
> = 340.0;
uniform float Intensity <
ui_type = "slider";
ui_label = "Intensity";
ui_tooltip = "How dark the gaps between lines become.";
ui_min = 0.0; ui_max = 1.0; ui_step = 0.05;
> = 0.5;
uniform float Tint <
ui_type = "slider";
ui_label = "Phosphor Tint";
ui_tooltip = "Strength of the green-warm phosphor cast.";
ui_min = 0.0; ui_max = 1.0; ui_step = 0.05;
> = 1.0;
void VS_PostProcess(in uint id : SV_VertexID, out float4 pos : SV_Position, out float2 uv : TEXCOORD)
{
uv = float2(float(id & 2), float((id & 1) << 1));
pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
}
float4 PS_Scanlines(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
{
float line_pos = uv.y * Density * 0.5;
float gate = cos((frac(line_pos) - 0.5) * 3.1415926 * Intensity) * 1.5;
float3 rgb = tex2D(BackBuffer, uv).rgb;
float3 color = rgb * 0.5 + 0.5 * rgb * rgb * 1.2;
float3 phosphor = lerp(float3(1.0, 1.0, 1.0), float3(0.9, 1.0, 0.7), Tint);
color *= phosphor;
float2 diff = uv - 0.5;
color *= 1.1 - 0.6 * (dot(diff, diff) * 2.0);
return float4(saturate(color * saturate(gate)), 1.0);
}
technique Scanlines <
ui_label = "Scanlines";
ui_tooltip = "Darkens alternating rows of pixels to imitate the horizontal scanlines of a CRT. Cheaper than the full CRT effect when you only want the lines.";
>
{
pass
{
VertexShader = VS_PostProcess;
PixelShader = PS_Scanlines;
}
}