#include using namespace metal; // Parámetros del CRT shader #define CURVATURE_X 0.05 #define CURVATURE_Y 0.1 #define MASK_BRIGHTNESS 0.80 #define SCANLINE_WEIGHT 6.0 #define SCANLINE_GAP_BRIGHTNESS 0.12 #define BLOOM_FACTOR 3.5 #define INPUT_GAMMA 2.4 #define OUTPUT_GAMMA 2.2 // Features habilitadas #define SCANLINES #define MULTISAMPLE #define GAMMA // #define FAKE_GAMMA // #define CURVATURE // #define SHARPER #define MASK_TYPE 2 struct CRTVertexOut { float4 position [[position]]; float2 texCoord; }; vertex CRTVertexOut crt_vertex_main(uint vertexID [[vertex_id]]) { CRTVertexOut out; // Fullscreen quad con coordenadas de textura float2 positions[6] = { float2(-1.0, -1.0), // Bottom left float2( 1.0, -1.0), // Bottom right float2(-1.0, 1.0), // Top left float2( 1.0, -1.0), // Bottom right float2( 1.0, 1.0), // Top right float2(-1.0, 1.0) // Top left }; float2 texCoords[6] = { float2(0.0, 1.0), // Bottom left float2(1.0, 1.0), // Bottom right float2(0.0, 0.0), // Top left float2(1.0, 1.0), // Bottom right float2(1.0, 0.0), // Top right float2(0.0, 0.0) // Top left }; out.position = float4(positions[vertexID], 0.0, 1.0); out.texCoord = texCoords[vertexID]; return out; } float CalcScanLineWeight(float dist) { return max(1.0 - dist * dist * SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS); } float CalcScanLine(float dy, float filterWidth) { float scanLineWeight = CalcScanLineWeight(dy); #ifdef MULTISAMPLE scanLineWeight += CalcScanLineWeight(dy - filterWidth); scanLineWeight += CalcScanLineWeight(dy + filterWidth); scanLineWeight *= 0.3333333; #endif return scanLineWeight; } fragment float4 crt_fragment_main(CRTVertexOut in [[stage_in]], texture2d sceneTexture [[texture(0)]], sampler sceneSampler [[sampler(0)]]) { float2 TextureSize = float2(320.0, 240.0); // Resolución virtual del CRT float filterWidth = (768.0 / 240.0) / 3.0; float2 texcoord = in.texCoord; // Convertir a píxeles float2 texcoordInPixels = texcoord * TextureSize; #ifdef SHARPER float2 tempCoord = floor(texcoordInPixels) + 0.5; float2 coord = tempCoord / TextureSize; float2 deltas = texcoordInPixels - tempCoord; float scanLineWeight = CalcScanLine(deltas.y, filterWidth); float2 signs = sign(deltas); deltas.x *= 2.0; deltas = deltas * deltas; deltas.y = deltas.y * deltas.y; deltas.x *= 0.5; deltas.y *= 8.0; deltas /= TextureSize; deltas *= signs; float2 tc = coord + deltas; #else float tempY = floor(texcoordInPixels.y) + 0.5; float yCoord = tempY / TextureSize.y; float dy = texcoordInPixels.y - tempY; float scanLineWeight = CalcScanLine(dy, filterWidth); float signY = sign(dy); dy = dy * dy; dy = dy * dy; dy *= 8.0; dy /= TextureSize.y; dy *= signY; float2 tc = float2(texcoord.x, yCoord + dy); #endif // Samplear la textura de escena float3 colour = sceneTexture.sample(sceneSampler, tc).rgb; #ifdef SCANLINES #ifdef GAMMA #ifdef FAKE_GAMMA colour = colour * colour; #else colour = pow(colour, float3(INPUT_GAMMA)); #endif #endif scanLineWeight *= BLOOM_FACTOR; colour *= scanLineWeight; #ifdef GAMMA #ifdef FAKE_GAMMA colour = sqrt(colour); #else colour = pow(colour, float3(1.0 / OUTPUT_GAMMA)); #endif #endif #endif // Shadow mask #if MASK_TYPE == 0 return float4(colour, 1.0); #else #if MASK_TYPE == 1 float whichMask = fract((in.position.x * 1.0001) * 0.5); float3 mask; if (whichMask < 0.5) { mask = float3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS); } else { mask = float3(1.0, MASK_BRIGHTNESS, 1.0); } #elif MASK_TYPE == 2 float whichMask = fract((in.position.x * 1.0001) * 0.3333333); float3 mask = float3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS); if (whichMask < 0.3333333) { mask.x = 1.0; } else if (whichMask < 0.6666666) { mask.y = 1.0; } else { mask.z = 1.0; } #endif return float4(colour * mask, 1.0); #endif }