dolphin/Data/Sys/Shaders
Filoppi a2702c6e27 Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted.
To further increase the accuracy of the post process phase, I've added (scRGB) HDR support, which is necessary
to fully display the PAL and NTSC-J color spaces, and also to improve the quality of post process texture samplings and
do them in linear space instead of gamma space (which is very important when playing at low resolutions).
For SDR, the quality is also slightly increased, at least if any post process runs, as the buffer is now
R10G10B10A2 (on Vulkan, DX11 and DX12) if supported; previously it was R8G8B8A8 but the alpha bits were wasted.

Gamma correction is arguably the most important thing as Dolphin on Windows outputted in "sRGB" (implicitly)
as that's what Windows expects by default, though sRGB gamma is very different from the gamma commonly used
by video standards dating to the pre HDR era (roughly gamma 2.35).

Additionally, the addition of HDR support (which is pretty straight forward and minimal), added support for
our own custom AutoHDR shaders, which would allow us to achieve decent looking HDR in Dolphin games without
having to use SpecialK or Windows 11 AutoHDR. Both of which don't necessarily play nice with older games
with strongly different and simpler lighting. HDR should also be supported in Linux.
Development of my own AutoHDR shader is almost complete and will come next.

This has been carefully tested and there should be no regression in any of the different features that Dolphin
offers, like multisampling, stereo rendering, other post processes, etc etc.

Fixes: https://bugs.dolphin-emu.org/issues/8941

Co-authored-by: EndlesslyFlowering <EndlesslyFlowering@protonmail.com>
Co-authored-by: Dogway <lin_ares@hotmail.com>
2023-06-19 01:34:42 +03:00
..
Anaglyph Fix dubois anaglyph shaders on D3D11 2019-07-25 22:04:53 -07:00
Passive VideoCommon: Implement passive stereoscopic 3D 2019-05-04 22:58:00 -05:00
16bit.glsl
32bit.glsl
acidmetal.glsl
acidtrip2.glsl
acidtrip.glsl
asciiart.glsl Shaders: Add error message for asciiart shader if shader_subgroup is missing. 2023-03-29 23:12:50 +02:00
auto_toon2.glsl
auto_toon.glsl
bad_bloom.glsl
brighten.glsl
chrismas.glsl
cool1.glsl
darkerbrighter.glsl
default_pre_post_process.glsl Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted. 2023-06-19 01:34:42 +03:00
emboss.glsl
fire2.glsl
fire.glsl
firewater.glsl
FXAA.glsl
grayscale2.glsl Replace dead 'oreillynet' url with Wayback Machine archive 2018-12-04 14:41:21 -05:00
grayscale.glsl
integer_scaling.glsl Add post-processing option that can do Integer Scaling. 2022-06-14 07:42:29 -07:00
invert_blue.glsl
invert.glsl
invertedoutline.glsl
lens_distortion.glsl Video: Fix lens_distortion post process shader not compiling 2023-06-01 20:32:16 +02:00
mad_world.glsl
nightvision2.glsl
nightvision2scanlines.glsl
nightvision.glsl
posterize2.glsl
posterize.glsl
primarycolors.glsl
sepia.glsl
sharp_bilinear.glsl Add sharp bilinear postprocessing shader. 2023-02-04 20:48:01 +01:00
sketchy.glsl
spookey1.glsl
spookey2.glsl
sunset.glsl
swap_RGB_BGR.glsl
swap_RGB_BRG.glsl
swap_RGB_GBR.glsl Fix swap_RGB_GBR.gls post-processing shader 2021-07-19 13:20:58 -07:00
swap_RGB_GRB.glsl Fix swap_RGB_GRB.gls post-processing shader 2021-07-19 13:21:41 -07:00
swap_RGB_RBG.glsl
toxic.glsl