- Crear directorio data/shaders/ para organizar todos los shaders MSL - Extraer shaders embebidos a archivos individuales: * background.metal - Shader de fondo degradado * triangle.metal - Shader de triángulo multicolor * sprite.metal - Shader de sprites con vertex color tinting * crt.metal - Shader CRT post-processing completo - Modificar main.cpp para cargar shaders desde archivos: * Usar stringWithContentsOfFile para leer código fuente * Compilar dinámicamente con newLibraryWithSource * Manejo robusto de errores de lectura y compilación - Eliminar 351 líneas de strings embebidos de main.cpp - Mantener funcionalidad completa: CRT + sprites + fondo + triángulo Beneficios: - Shaders editables sin recompilar ejecutable - Mejor organización y mantenimiento del código - Syntax highlighting completo en editores - Reutilización de shaders en otros proyectos - Desarrollo más ágil de efectos visuales 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
158 lines
4.2 KiB
Metal
158 lines
4.2 KiB
Metal
#include <metal_stdlib>
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using namespace metal;
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// Parámetros del CRT shader
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#define CURVATURE_X 0.05
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#define CURVATURE_Y 0.1
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#define MASK_BRIGHTNESS 0.80
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#define SCANLINE_WEIGHT 6.0
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#define SCANLINE_GAP_BRIGHTNESS 0.12
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#define BLOOM_FACTOR 3.5
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#define INPUT_GAMMA 2.4
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#define OUTPUT_GAMMA 2.2
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// Features habilitadas
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#define SCANLINES
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#define MULTISAMPLE
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#define GAMMA
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// #define FAKE_GAMMA
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// #define CURVATURE
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// #define SHARPER
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#define MASK_TYPE 2
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struct CRTVertexOut {
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float4 position [[position]];
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float2 texCoord;
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};
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vertex CRTVertexOut crt_vertex_main(uint vertexID [[vertex_id]]) {
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CRTVertexOut out;
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// Fullscreen quad con coordenadas de textura
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float2 positions[6] = {
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float2(-1.0, -1.0), // Bottom left
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float2( 1.0, -1.0), // Bottom right
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float2(-1.0, 1.0), // Top left
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float2( 1.0, -1.0), // Bottom right
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float2( 1.0, 1.0), // Top right
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float2(-1.0, 1.0) // Top left
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};
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float2 texCoords[6] = {
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float2(0.0, 1.0), // Bottom left
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float2(1.0, 1.0), // Bottom right
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float2(0.0, 0.0), // Top left
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float2(1.0, 1.0), // Bottom right
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float2(1.0, 0.0), // Top right
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float2(0.0, 0.0) // Top left
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};
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out.position = float4(positions[vertexID], 0.0, 1.0);
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out.texCoord = texCoords[vertexID];
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return out;
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}
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float CalcScanLineWeight(float dist) {
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return max(1.0 - dist * dist * SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
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}
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float CalcScanLine(float dy, float filterWidth) {
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float scanLineWeight = CalcScanLineWeight(dy);
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#ifdef MULTISAMPLE
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scanLineWeight += CalcScanLineWeight(dy - filterWidth);
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scanLineWeight += CalcScanLineWeight(dy + filterWidth);
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scanLineWeight *= 0.3333333;
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#endif
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return scanLineWeight;
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}
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fragment float4 crt_fragment_main(CRTVertexOut in [[stage_in]],
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texture2d<float> sceneTexture [[texture(0)]],
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sampler sceneSampler [[sampler(0)]]) {
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float2 TextureSize = float2(320.0, 240.0); // Resolución virtual del CRT
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float filterWidth = (768.0 / 240.0) / 3.0;
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float2 texcoord = in.texCoord;
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// Convertir a píxeles
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float2 texcoordInPixels = texcoord * TextureSize;
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#ifdef SHARPER
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float2 tempCoord = floor(texcoordInPixels) + 0.5;
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float2 coord = tempCoord / TextureSize;
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float2 deltas = texcoordInPixels - tempCoord;
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float scanLineWeight = CalcScanLine(deltas.y, filterWidth);
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float2 signs = sign(deltas);
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deltas.x *= 2.0;
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deltas = deltas * deltas;
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deltas.y = deltas.y * deltas.y;
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deltas.x *= 0.5;
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deltas.y *= 8.0;
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deltas /= TextureSize;
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deltas *= signs;
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float2 tc = coord + deltas;
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#else
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float tempY = floor(texcoordInPixels.y) + 0.5;
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float yCoord = tempY / TextureSize.y;
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float dy = texcoordInPixels.y - tempY;
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float scanLineWeight = CalcScanLine(dy, filterWidth);
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float signY = sign(dy);
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dy = dy * dy;
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dy = dy * dy;
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dy *= 8.0;
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dy /= TextureSize.y;
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dy *= signY;
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float2 tc = float2(texcoord.x, yCoord + dy);
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#endif
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// Samplear la textura de escena
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float3 colour = sceneTexture.sample(sceneSampler, tc).rgb;
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#ifdef SCANLINES
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#ifdef GAMMA
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#ifdef FAKE_GAMMA
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colour = colour * colour;
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#else
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colour = pow(colour, float3(INPUT_GAMMA));
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#endif
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#endif
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scanLineWeight *= BLOOM_FACTOR;
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colour *= scanLineWeight;
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#ifdef GAMMA
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#ifdef FAKE_GAMMA
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colour = sqrt(colour);
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#else
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colour = pow(colour, float3(1.0 / OUTPUT_GAMMA));
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#endif
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#endif
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#endif
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// Shadow mask
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#if MASK_TYPE == 0
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return float4(colour, 1.0);
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#else
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#if MASK_TYPE == 1
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float whichMask = fract((in.position.x * 1.0001) * 0.5);
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float3 mask;
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if (whichMask < 0.5) {
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mask = float3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
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} else {
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mask = float3(1.0, MASK_BRIGHTNESS, 1.0);
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}
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#elif MASK_TYPE == 2
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float whichMask = fract((in.position.x * 1.0001) * 0.3333333);
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float3 mask = float3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
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if (whichMask < 0.3333333) {
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mask.x = 1.0;
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} else if (whichMask < 0.6666666) {
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mask.y = 1.0;
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} else {
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mask.z = 1.0;
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}
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#endif
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return float4(colour * mask, 1.0);
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#endif
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} |