Files
eden/dist/post_shaders/ChromaticAberration.fx
T
2026-09-07 06:20:31 -04:00

59 lines
1.6 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 Strength <
ui_type = "slider";
ui_label = "Strength";
ui_tooltip = "Channel separation in pixels, measured at the edge of the screen.";
ui_min = 0.0; ui_max = 8.0; ui_step = 0.1;
> = 1.5;
uniform float Falloff <
ui_type = "slider";
ui_label = "Falloff";
ui_tooltip = "How fast the separation grows away from the centre. Higher keeps the middle clean.";
ui_min = 1.0; ui_max = 4.0; ui_step = 0.1;
> = 2.0;
void VS_PostProcess(in uint id : SV_VertexID, out float4 pos : SV_Position, out float2 uv : TEXCOORD)
{
uv = float2(0.0, 0.0);
if (id == 2)
{
uv.x = 2.0;
}
if (id == 1)
{
uv.y = 2.0;
}
pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
}
float4 PS_ChromaticAberration(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
{
float2 texel = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT);
float2 direction = uv - float2(0.5, 0.5);
float radius = length(direction);
float2 unit = direction / max(radius, 0.0001);
float2 offset = unit * Strength * pow(radius * 2.0, Falloff) * texel;
float red = tex2D(BackBuffer, uv + offset).r;
float green = tex2D(BackBuffer, uv).g;
float blue = tex2D(BackBuffer, uv - offset).b;
return float4(red, green, blue, 1.0);
}
technique ChromaticAberration
{
pass
{
VertexShader = VS_PostProcess;
PixelShader = PS_ChromaticAberration;
}
}