Files
eden/dist/post_shaders/WhiteBalance.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

77 lines
2.5 KiB
HLSL

// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
texture BackBufferTex : COLOR;
sampler BackBuffer { Texture = BackBufferTex; };
uniform float Temperature <
ui_type = "slider";
ui_label = "Temperature";
ui_tooltip = "Negative cools the picture towards blue, positive warms it towards orange.";
ui_min = -100.0; ui_max = 100.0; ui_step = 1.0;
> = 0.0;
uniform float Tint <
ui_type = "slider";
ui_label = "Tint";
ui_tooltip = "Negative shifts towards green, positive towards magenta.";
ui_min = -100.0; ui_max = 100.0; ui_step = 1.0;
> = 0.0;
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);
}
float3 WhitePointLMS(float t1, float t2)
{
float shift = 0.05;
if (t1 < 0.0)
{
shift = 0.10;
}
float x = 0.31271 - t1 * shift;
float y = 2.87 * x - 3.0 * x * x - 0.27509507 + t2 * 0.05;
float big_y = 1.0;
float big_x = big_y * x / y;
float big_z = big_y * (1.0 - x - y) / y;
return float3( 0.7328 * big_x + 0.4296 * big_y - 0.1624 * big_z,
-0.7036 * big_x + 1.6975 * big_y + 0.0061 * big_z,
0.0030 * big_x + 0.0136 * big_y + 0.9834 * big_z);
}
float4 PS_WhiteBalance(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
{
float3 rgb = pow(max(tex2D(BackBuffer, uv).rgb, 0.0), 2.2);
float3 balance = float3(0.949237, 1.03542, 1.08728) /
WhitePointLMS(Temperature / 65.0, Tint / 65.0);
const float3x3 rgb_to_lms = float3x3(0.390405, 0.549941, 0.008926,
0.070841, 0.963172, 0.001358,
0.023108, 0.128021, 0.936245);
const float3x3 lms_to_rgb = float3x3( 2.858470, -1.628790, -0.024891,
-0.210182, 1.158200, 0.000324,
-0.041812, -0.118169, 1.068670);
float3 lms = mul(rgb_to_lms, rgb) * balance;
rgb = mul(lms_to_rgb, lms);
return float4(saturate(pow(max(rgb, 0.0), 1.0 / 2.2)), 1.0);
}
technique WhiteBalance <
ui_label = "White Balance";
ui_tooltip = "Corrects a picture that looks too cool, too warm or tinted.";
>
{
pass
{
VertexShader = VS_PostProcess;
PixelShader = PS_WhiteBalance;
}
}