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74
bin/resources/shaders/vulkan/shadeboost.glsl
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74
bin/resources/shaders/vulkan/shadeboost.glsl
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// SPDX-FileCopyrightText: 2002-2025 PCSX2 Dev Team
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// SPDX-License-Identifier: GPL-3.0+
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//#version 420 // Keep it for editor detection
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#ifdef VERTEX_SHADER
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layout(location = 0) in vec4 a_pos;
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layout(location = 1) in vec2 a_tex;
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layout(location = 0) out vec2 v_tex;
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void main()
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{
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gl_Position = vec4(a_pos.x, -a_pos.y, a_pos.z, a_pos.w);
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v_tex = a_tex;
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}
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#endif
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/*
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** Contrast, saturation, brightness
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** Code of this function is from TGM's shader pack
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** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
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** TGM's author comment about the license (included in the previous link)
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** "do with it, what you want! its total free!
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** (but would be nice, if you say that you used my shaders :wink: ) but not necessary"
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*/
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#ifdef FRAGMENT_SHADER
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layout(push_constant) uniform cb0
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{
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vec4 params;
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};
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layout(set = 0, binding = 0) uniform sampler2D samp0;
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layout(location = 0) in vec2 v_tex;
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layout(location = 0) out vec4 o_col0;
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// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
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vec4 ContrastSaturationBrightness(vec4 color)
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{
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float brt = params.x;
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float con = params.y;
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float sat = params.z;
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// Increase or decrease these values to adjust r, g and b color channels separately
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const float AvgLumR = 0.5;
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const float AvgLumG = 0.5;
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const float AvgLumB = 0.5;
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const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
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vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
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vec3 brtColor = color.rgb * brt;
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float dot_intensity = dot(brtColor, LumCoeff);
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vec3 intensity = vec3(dot_intensity, dot_intensity, dot_intensity);
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vec3 satColor = mix(intensity, brtColor, sat);
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vec3 conColor = mix(AvgLumin, satColor, con);
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color.rgb = conColor;
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return color;
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}
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void main()
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{
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vec4 c = texture(samp0, v_tex);
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o_col0 = ContrastSaturationBrightness(c);
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}
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#endif
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