forked from jaildesigner-jailgames/jaildoctors_dilemma
deixant postfx al gust
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@@ -22,6 +22,10 @@ layout(set = 3, binding = 0) uniform PostFXUniforms {
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float gamma_strength;
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float curvature;
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float bleeding;
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float pixel_scale; // physical pixels per logical pixel (vh / tex_height_)
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float time; // seconds since SDL init (for future animated effects)
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float pad0; // padding — 48 bytes total (3 × 16)
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float pad1;
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} u;
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// YCbCr helpers for NTSC bleeding
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@@ -90,14 +94,19 @@ void main() {
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colour = mix(colour, lin, u.gamma_strength);
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}
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// Scanlines
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float texHeight = float(textureSize(scene, 0).y);
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float scaleY = u.screen_height / texHeight;
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float screenY = uv.y * u.screen_height;
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float posInRow = mod(screenY, scaleY);
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float scanLineDY = posInRow / scaleY - 0.5;
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float scan = max(1.0 - scanLineDY * scanLineDY * 6.0, 0.12) * 3.5;
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colour *= mix(1.0, scan, u.scanline_strength);
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// Scanlines — 1 pixel físico oscuro por fila lógica.
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// Usa uv.y (independiente del offset de letterbox) con pixel_scale para
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// calcular la posición dentro de la fila en coordenadas físicas.
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// 3x: 1 dark + 2 bright. 4x: 1 dark + 3 bright.
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// bright=3.5×, dark floor=0.42 (mantiene aspecto CRT original).
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if (u.scanline_strength > 0.0) {
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float ps = max(1.0, round(u.pixel_scale));
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float frac_in_row = fract(uv.y * u.screen_height);
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float row_pos = floor(frac_in_row * ps);
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float is_dark = step(ps - 1.0, row_pos);
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float scan = mix(3.5, 0.42, is_dark);
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colour *= mix(1.0, scan, u.scanline_strength);
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}
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if (u.gamma_strength > 0.0) {
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vec3 enc = pow(colour, vec3(1.0 / 2.2));
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@@ -109,7 +118,8 @@ void main() {
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float vignette = 1.0 - dot(d, d) * u.vignette_strength;
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colour *= clamp(vignette, 0.0, 1.0);
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// Máscara de fósforo RGB
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// Máscara de fósforo RGB — después de scanlines (orden original):
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// filas brillantes saturadas → máscara invisible, filas oscuras → RGB visible.
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if (u.mask_strength > 0.0) {
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float whichMask = fract(gl_FragCoord.x * 0.3333333);
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vec3 mask = vec3(0.80);
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@@ -54,6 +54,10 @@ struct PostFXUniforms {
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float gamma_strength;
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float curvature;
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float bleeding;
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float pixel_scale;
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float time;
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float pad0;
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float pad1;
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};
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// YCbCr helpers for NTSC bleeding
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@@ -124,14 +128,19 @@ fragment float4 postfx_fs(PostVOut in [[stage_in]],
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colour = mix(colour, lin, u.gamma_strength);
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}
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// Scanlines
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float texHeight = float(scene.get_height());
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float scaleY = u.screen_height / texHeight;
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float screenY = uv.y * u.screen_height;
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float posInRow = fmod(screenY, scaleY);
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float scanLineDY = posInRow / scaleY - 0.5f;
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float scan = max(1.0f - scanLineDY * scanLineDY * 6.0f, 0.12f) * 3.5f;
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colour *= mix(1.0f, scan, u.scanline_strength);
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// Scanlines — 1 pixel físico oscuro por fila lógica.
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// Usa uv.y (independiente del offset de letterbox) con pixel_scale para
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// calcular la posición dentro de la fila en coordenadas físicas.
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// 3x: 1 dark + 2 bright. 4x: 1 dark + 3 bright.
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// bright=3.5×, dark floor=0.42 (mantiene aspecto CRT original).
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if (u.scanline_strength > 0.0f) {
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float ps = max(1.0f, round(u.pixel_scale));
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float frac_in_row = fract(uv.y * u.screen_height);
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float row_pos = floor(frac_in_row * ps);
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float is_dark = step(ps - 1.0f, row_pos);
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float scan = mix(3.5f, 0.42f, is_dark);
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colour *= mix(1.0f, scan, u.scanline_strength);
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}
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if (u.gamma_strength > 0.0f) {
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float3 enc = pow(colour, float3(1.0f/2.2f));
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@@ -143,7 +152,8 @@ fragment float4 postfx_fs(PostVOut in [[stage_in]],
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float vignette = 1.0f - dot(d, d) * u.vignette_strength;
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colour *= clamp(vignette, 0.0f, 1.0f);
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// Máscara de fósforo RGB
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// Máscara de fósforo RGB — después de scanlines (orden original):
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// filas brillantes saturadas → máscara invisible, filas oscuras → RGB visible.
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if (u.mask_strength > 0.0f) {
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float whichMask = fract(in.pos.x * 0.3333333f);
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float3 mask = float3(0.80f);
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@@ -427,6 +437,12 @@ namespace Rendering {
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SDL_GPUViewport vp = {vx, vy, vw, vh, 0.0F, 1.0F};
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SDL_SetGPUViewport(pass, &vp);
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// Uniforms dinámicos: pixel_scale y time
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uniforms_.pixel_scale = (tex_height_ > 0)
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? (vh / static_cast<float>(tex_height_))
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: 1.0F;
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uniforms_.time = static_cast<float>(SDL_GetTicks()) / 1000.0F;
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SDL_GPUTextureSamplerBinding binding = {};
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binding.texture = scene_texture_;
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binding.sampler = sampler_;
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@@ -7,16 +7,20 @@
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// PostFX uniforms pushed to fragment stage each frame.
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// Must match the MSL struct and GLSL uniform block layout.
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// 8 floats = 32 bytes — meets Metal/Vulkan 16-byte alignment requirement.
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// 12 floats = 48 bytes — meets Metal/Vulkan 16-byte alignment requirement.
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struct PostFXUniforms {
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float vignette_strength; // 0 = none, ~0.8 = subtle
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float chroma_strength; // 0 = off, ~0.2 = subtle chromatic aberration
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float scanline_strength; // 0 = off, 1 = full
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float screen_height; // logical height in pixels (for resolution-independent scanlines)
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float screen_height; // logical height in pixels (used by bleeding effect)
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float mask_strength; // 0 = off, 1 = full phosphor dot mask
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float gamma_strength; // 0 = off, 1 = full gamma 2.4/2.2 correction
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float curvature; // 0 = flat, 1 = max barrel distortion
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float bleeding; // 0 = off, 1 = max NTSC chrominance bleeding
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float pixel_scale; // physical pixels per logical pixel (vh / tex_height_)
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float time; // seconds since SDL init (SDL_GetTicks() / 1000.0f)
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float pad0; // padding — keep struct at 48 bytes (3 × 16)
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float pad1;
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};
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namespace Rendering {
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@@ -81,7 +85,7 @@ namespace Rendering {
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SDL_GPUTransferBuffer* upload_buffer_ = nullptr;
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SDL_GPUSampler* sampler_ = nullptr;
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PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_strength = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F};
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PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_strength = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F, .pixel_scale = 1.0F};
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int tex_width_ = 0;
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int tex_height_ = 0;
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