deixant postfx al gust

This commit is contained in:
2026-03-22 20:54:02 +01:00
parent 030779794e
commit 24594fa89a
3 changed files with 51 additions and 21 deletions

View File

@@ -54,6 +54,10 @@ struct PostFXUniforms {
float gamma_strength;
float curvature;
float bleeding;
float pixel_scale;
float time;
float pad0;
float pad1;
};
// YCbCr helpers for NTSC bleeding
@@ -124,14 +128,19 @@ fragment float4 postfx_fs(PostVOut in [[stage_in]],
colour = mix(colour, lin, u.gamma_strength);
}
// Scanlines
float texHeight = float(scene.get_height());
float scaleY = u.screen_height / texHeight;
float screenY = uv.y * u.screen_height;
float posInRow = fmod(screenY, scaleY);
float scanLineDY = posInRow / scaleY - 0.5f;
float scan = max(1.0f - scanLineDY * scanLineDY * 6.0f, 0.12f) * 3.5f;
colour *= mix(1.0f, scan, u.scanline_strength);
// Scanlines — 1 pixel físico oscuro por fila lógica.
// Usa uv.y (independiente del offset de letterbox) con pixel_scale para
// calcular la posición dentro de la fila en coordenadas físicas.
// 3x: 1 dark + 2 bright. 4x: 1 dark + 3 bright.
// bright=3.5×, dark floor=0.42 (mantiene aspecto CRT original).
if (u.scanline_strength > 0.0f) {
float ps = max(1.0f, round(u.pixel_scale));
float frac_in_row = fract(uv.y * u.screen_height);
float row_pos = floor(frac_in_row * ps);
float is_dark = step(ps - 1.0f, row_pos);
float scan = mix(3.5f, 0.42f, is_dark);
colour *= mix(1.0f, scan, u.scanline_strength);
}
if (u.gamma_strength > 0.0f) {
float3 enc = pow(colour, float3(1.0f/2.2f));
@@ -143,7 +152,8 @@ fragment float4 postfx_fs(PostVOut in [[stage_in]],
float vignette = 1.0f - dot(d, d) * u.vignette_strength;
colour *= clamp(vignette, 0.0f, 1.0f);
// Máscara de fósforo RGB
// Máscara de fósforo RGB — después de scanlines (orden original):
// filas brillantes saturadas → máscara invisible, filas oscuras → RGB visible.
if (u.mask_strength > 0.0f) {
float whichMask = fract(in.pos.x * 0.3333333f);
float3 mask = float3(0.80f);
@@ -427,6 +437,12 @@ namespace Rendering {
SDL_GPUViewport vp = {vx, vy, vw, vh, 0.0F, 1.0F};
SDL_SetGPUViewport(pass, &vp);
// Uniforms dinámicos: pixel_scale y time
uniforms_.pixel_scale = (tex_height_ > 0)
? (vh / static_cast<float>(tex_height_))
: 1.0F;
uniforms_.time = static_cast<float>(SDL_GetTicks()) / 1000.0F;
SDL_GPUTextureSamplerBinding binding = {};
binding.texture = scene_texture_;
binding.sampler = sampler_;

View File

@@ -7,16 +7,20 @@
// PostFX uniforms pushed to fragment stage each frame.
// Must match the MSL struct and GLSL uniform block layout.
// 8 floats = 32 bytes — meets Metal/Vulkan 16-byte alignment requirement.
// 12 floats = 48 bytes — meets Metal/Vulkan 16-byte alignment requirement.
struct PostFXUniforms {
float vignette_strength; // 0 = none, ~0.8 = subtle
float chroma_strength; // 0 = off, ~0.2 = subtle chromatic aberration
float scanline_strength; // 0 = off, 1 = full
float screen_height; // logical height in pixels (for resolution-independent scanlines)
float screen_height; // logical height in pixels (used by bleeding effect)
float mask_strength; // 0 = off, 1 = full phosphor dot mask
float gamma_strength; // 0 = off, 1 = full gamma 2.4/2.2 correction
float curvature; // 0 = flat, 1 = max barrel distortion
float bleeding; // 0 = off, 1 = max NTSC chrominance bleeding
float pixel_scale; // physical pixels per logical pixel (vh / tex_height_)
float time; // seconds since SDL init (SDL_GetTicks() / 1000.0f)
float pad0; // padding — keep struct at 48 bytes (3 × 16)
float pad1;
};
namespace Rendering {
@@ -81,7 +85,7 @@ namespace Rendering {
SDL_GPUTransferBuffer* upload_buffer_ = nullptr;
SDL_GPUSampler* sampler_ = nullptr;
PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_strength = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F};
PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_strength = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F, .pixel_scale = 1.0F};
int tex_width_ = 0;
int tex_height_ = 0;