forked from jaildesigner-jailgames/jaildoctors_dilemma
nous postfx
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@@ -48,32 +48,110 @@ struct PostFXUniforms {
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float chroma_strength;
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float scanline_strength;
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float screen_height;
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float mask_strength;
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float gamma_strength;
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float curvature;
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float bleeding;
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};
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// YCbCr helpers for NTSC bleeding
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static float3 rgb_to_ycc(float3 rgb) {
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return float3(
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0.299f*rgb.r + 0.587f*rgb.g + 0.114f*rgb.b,
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-0.169f*rgb.r - 0.331f*rgb.g + 0.500f*rgb.b + 0.5f,
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0.500f*rgb.r - 0.419f*rgb.g - 0.081f*rgb.b + 0.5f
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);
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}
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static float3 ycc_to_rgb(float3 ycc) {
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float y = ycc.x;
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float cb = ycc.y - 0.5f;
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float cr = ycc.z - 0.5f;
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return clamp(float3(
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y + 1.402f*cr,
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y - 0.344f*cb - 0.714f*cr,
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y + 1.772f*cb
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), 0.0f, 1.0f);
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}
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fragment float4 postfx_fs(PostVOut in [[stage_in]],
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texture2d<float> scene [[texture(0)]],
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sampler samp [[sampler(0)]],
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constant PostFXUniforms& u [[buffer(0)]]) {
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float ca = u.chroma_strength * 0.005;
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float4 color;
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color.r = scene.sample(samp, in.uv + float2( ca, 0.0)).r;
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color.g = scene.sample(samp, in.uv).g;
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color.b = scene.sample(samp, in.uv - float2( ca, 0.0)).b;
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color.a = scene.sample(samp, in.uv).a;
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float2 uv = in.uv;
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// Curvatura barrel CRT
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if (u.curvature > 0.0f) {
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float2 c = uv - 0.5f;
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float rsq = dot(c, c);
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float2 dist = float2(0.05f, 0.1f) * u.curvature;
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float2 barrelScale = 1.0f - 0.23f * dist;
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c += c * (dist * rsq);
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c *= barrelScale;
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if (abs(c.x) >= 0.5f || abs(c.y) >= 0.5f) {
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return float4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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uv = c + 0.5f;
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}
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// Muestra base
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float3 base = scene.sample(samp, uv).rgb;
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// Sangrado NTSC — difuminado horizontal de crominancia
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float3 colour;
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if (u.bleeding > 0.0f) {
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float tw = float(scene.get_width());
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float3 ycc = rgb_to_ycc(base);
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float3 ycc_l2 = rgb_to_ycc(scene.sample(samp, uv - float2(2.0f/tw, 0.0f)).rgb);
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float3 ycc_l1 = rgb_to_ycc(scene.sample(samp, uv - float2(1.0f/tw, 0.0f)).rgb);
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float3 ycc_r1 = rgb_to_ycc(scene.sample(samp, uv + float2(1.0f/tw, 0.0f)).rgb);
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float3 ycc_r2 = rgb_to_ycc(scene.sample(samp, uv + float2(2.0f/tw, 0.0f)).rgb);
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ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0f + ycc.yz*2.0f + ycc_r1.yz*2.0f + ycc_r2.yz) / 8.0f;
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colour = mix(base, ycc_to_rgb(ycc), u.bleeding);
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} else {
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colour = base;
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}
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// Aberración cromática
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float ca = u.chroma_strength * 0.005f;
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colour.r = scene.sample(samp, uv + float2(ca, 0.0f)).r;
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colour.b = scene.sample(samp, uv - float2(ca, 0.0f)).b;
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// Corrección gamma (linealizar antes de scanlines, codificar después)
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if (u.gamma_strength > 0.0f) {
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float3 lin = pow(colour, float3(2.4f));
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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 = in.uv.y * u.screen_height;
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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 - 0.5;
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float scan = max(1.0 - scanLineDY * scanLineDY * 6.0, 0.12) * 3.5;
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color.rgb *= mix(1.0, scan, u.scanline_strength);
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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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float2 d = in.uv - float2(0.5, 0.5);
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float vignette = 1.0 - dot(d, d) * u.vignette_strength;
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color.rgb *= clamp(vignette, 0.0, 1.0);
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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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colour = mix(colour, enc, u.gamma_strength);
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}
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return color;
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// Viñeta
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float2 d = uv - 0.5f;
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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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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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if (whichMask < 0.3333333f) mask.x = 1.0f;
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else if (whichMask < 0.6666667f) mask.y = 1.0f;
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else mask.z = 1.0f;
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colour = mix(colour, colour * mask, u.mask_strength);
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}
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return float4(colour, 1.0f);
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}
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)";
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// NOLINTEND(readability-identifier-naming)
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@@ -423,10 +501,14 @@ auto SDL3GPUShader::createShaderSPIRV(SDL_GPUDevice* device,
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return shader;
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}
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void SDL3GPUShader::setPostFXParams(float vignette, float scanlines, float chroma) {
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uniforms_.vignette_strength = vignette;
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uniforms_.scanline_strength = scanlines;
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uniforms_.chroma_strength = chroma;
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void SDL3GPUShader::setPostFXParams(const PostFXParams& p) {
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uniforms_.vignette_strength = p.vignette;
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uniforms_.scanline_strength = p.scanlines;
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uniforms_.chroma_strength = p.chroma;
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uniforms_.mask_strength = p.mask;
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uniforms_.gamma_strength = p.gamma;
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uniforms_.curvature = p.curvature;
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uniforms_.bleeding = p.bleeding;
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}
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} // namespace Rendering
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@@ -7,11 +7,16 @@
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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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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 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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};
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namespace Rendering {
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@@ -42,7 +47,7 @@ class SDL3GPUShader : public ShaderBackend {
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void uploadPixels(const Uint32* pixels, int width, int height) override;
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// Actualiza los parámetros de intensidad de los efectos PostFX
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void setPostFXParams(float vignette, float scanlines, float chroma) override;
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void setPostFXParams(const PostFXParams& p) override;
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private:
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static auto createShaderMSL(SDL_GPUDevice* device,
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