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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>
53 lines
1.5 KiB
HLSL
53 lines
1.5 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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// SPDX-FileCopyrightText: Copyright 2012 PPSSPP Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// Ported from vignette.fsh in PPSSPP, by Henrik Rydgard.
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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 = "How dark the corners become.";
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ui_min = 0.0; ui_max = 2.0; ui_step = 0.01;
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> = 0.6;
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uniform float Aspect <
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ui_type = "slider";
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ui_label = "Aspect";
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ui_min = 0.5; ui_max = 2.0; 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_Vignette(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
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{
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float2 diff = uv - 0.5;
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diff.x *= Aspect;
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diff.y /= max(Aspect, 0.0001);
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float falloff = 1.0 - min(1.0, Strength * dot(diff, diff) * 2.0);
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float3 rgb = tex2D(BackBuffer, uv).rgb;
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return float4(rgb * falloff, 1.0);
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}
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technique Vignette <
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ui_label = "Vignette";
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ui_tooltip = "Darkens the corners of the screen to pull the eye towards the middle, the way a camera lens falls off at its edges.";
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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_Vignette;
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}
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}
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