chroma min/max amb mostreig bilinear subpíxel

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JailDesigner committed 2026-05-17 12:24:22 +02:00
1 parent b81a453b32
commit 35d3b359eb
8 files changed
+8612 -6897

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@@ -22,7 +22,7 @@ struct PostVOut {
struct PostFXUniforms {
float vignette_strength;
float chroma_strength;
float chroma_min;
float scanline_strength;
float screen_height;
float mask_strength;
@@ -32,7 +32,7 @@ struct PostFXUniforms {
float pixel_scale;
float time;
float flicker;
float pad2;
float chroma_max;
// vec4 #3 — paràmetres de scanlines (exposats per preset YAML)
float scan_dark_ratio;
float scan_dark_floor;
@@ -40,6 +40,18 @@ struct PostFXUniforms {
float pad3;
};
// Mostreig bilinear horitzontal d'un canal RGB. Evita el "tic-tac" del sampler
// NEAREST quan l'offset de chroma és subpíxel.
static float sampleBilinearX(float2 uv_target, int channel, texture2d<float> scene, sampler samp) {
float2 tex_size = float2(scene.get_width(), scene.get_height());
float px = uv_target.x * tex_size.x - 0.5f;
float p_floor = floor(px);
float f = px - p_floor;
float4 c0 = scene.sample(samp, float2((p_floor + 0.5f) / tex_size.x, uv_target.y));
float4 c1 = scene.sample(samp, float2((p_floor + 1.5f) / tex_size.x, uv_target.y));
return mix(c0[channel], c1[channel], f);
}
static float3 rgb_to_ycc(float3 rgb) {
return float3(
0.299f*rgb.r + 0.587f*rgb.g + 0.114f*rgb.b,
@@ -94,9 +106,14 @@ fragment float4 postfx_fs(PostVOut in [[stage_in]],
colour = base;
}
float ca = u.chroma_strength * 0.005f * (1.0f + 0.15f * sin(u.time * 7.3f));
colour.r = scene.sample(samp, uv + float2(ca, 0.0f)).r;
colour.b = scene.sample(samp, uv - float2(ca, 0.0f)).b;
// Chroma — varia entre chroma_min i chroma_max via sinusoidal; si min == max
// queda estàtic. Mostreig bilinear horitzontal per evitar el "tic-tac" del
// NEAREST sampler amb offsets subpíxel.
if (u.chroma_min > 0.0f || u.chroma_max > 0.0f) {
float ca = mix(u.chroma_min, u.chroma_max, 0.5f + 0.5f * sin(u.time * 7.3f)) * 0.005f;
colour.r = sampleBilinearX(uv + float2(ca, 0.0f), 0, scene, samp);
colour.b = sampleBilinearX(uv - float2(ca, 0.0f), 2, scene, samp);
}
if (u.gamma_strength > 0.0f) {
float3 lin = pow(colour, float3(2.4f));
@@ -234,7 +234,8 @@ namespace Rendering {
void SDL3GPUShader::setPostFXParams(const PostFXParams& params) {
uniforms_.vignette_strength = params.vignette;
uniforms_.scanline_strength = params.scanlines;
uniforms_.chroma_strength = params.chroma;
uniforms_.chroma_min = params.chroma_min;
uniforms_.chroma_max = params.chroma_max;
uniforms_.mask_strength = params.mask;
uniforms_.gamma_strength = params.gamma;
uniforms_.curvature = params.curvature;
@@ -15,7 +15,7 @@
struct PostFXUniforms {
// vec4 #0
float vignette_strength;
float chroma_strength;
float chroma_min;
float scanline_strength;
float screen_height;
// vec4 #1
@@ -27,7 +27,7 @@ struct PostFXUniforms {
float pixel_scale;
float time;
float flicker;
float pad2;
float chroma_max;
// vec4 #3 — paràmetres de scanlines exposats al preset YAML
float scan_dark_ratio;
float scan_dark_floor;
@@ -92,7 +92,7 @@ namespace Rendering {
PostFXUniforms uniforms_{
.vignette_strength = 0.0F,
.chroma_strength = 0.0F,
.chroma_min = 0.0F,
.scanline_strength = 0.0F,
.screen_height = 0.0F,
.mask_strength = 0.0F,
@@ -102,7 +102,7 @@ namespace Rendering {
.pixel_scale = 1.0F,
.time = 0.0F,
.flicker = 0.0F,
.pad2 = 0.0F,
.chroma_max = 0.0F,
// Defaults canònics: 2/3 brillant + 1/3 fosca, brillantor 42%, suavitzat complet (1 px físic).
.scan_dark_ratio = 0.333F,
.scan_dark_floor = 0.42F,
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@@ -19,7 +19,10 @@ namespace Rendering {
struct PostFXParams {
float vignette{0.0F};
float scanlines{0.0F};
float chroma{0.0F};
// Aberració cromàtica — varia entre min i max via sinusoidal; si coincideixen
// queda estàtica. Permet un "floor" perquè la imatge mai sigui lliure de chroma.
float chroma_min{0.0F};
float chroma_max{0.0F};
float mask{0.0F};
float gamma{0.0F};
float curvature{0.0F};