chroma min/max amb mostreig bilinear subpíxel
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@@ -22,7 +22,7 @@ struct PostVOut {
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struct PostFXUniforms {
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float vignette_strength;
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float chroma_strength;
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float chroma_min;
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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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@@ -32,7 +32,7 @@ struct PostFXUniforms {
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float pixel_scale;
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float time;
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float flicker;
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float pad2;
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float chroma_max;
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// vec4 #3 — paràmetres de scanlines (exposats per preset YAML)
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float scan_dark_ratio;
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float scan_dark_floor;
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@@ -40,6 +40,18 @@ struct PostFXUniforms {
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float pad3;
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};
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// Mostreig bilinear horitzontal d'un canal RGB. Evita el "tic-tac" del sampler
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// NEAREST quan l'offset de chroma és subpíxel.
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static float sampleBilinearX(float2 uv_target, int channel, texture2d<float> scene, sampler samp) {
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float2 tex_size = float2(scene.get_width(), scene.get_height());
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float px = uv_target.x * tex_size.x - 0.5f;
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float p_floor = floor(px);
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float f = px - p_floor;
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float4 c0 = scene.sample(samp, float2((p_floor + 0.5f) / tex_size.x, uv_target.y));
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float4 c1 = scene.sample(samp, float2((p_floor + 1.5f) / tex_size.x, uv_target.y));
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return mix(c0[channel], c1[channel], f);
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}
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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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@@ -94,9 +106,14 @@ fragment float4 postfx_fs(PostVOut in [[stage_in]],
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colour = base;
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}
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float ca = u.chroma_strength * 0.005f * (1.0f + 0.15f * sin(u.time * 7.3f));
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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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// Chroma — varia entre chroma_min i chroma_max via sinusoidal; si min == max
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// queda estàtic. Mostreig bilinear horitzontal per evitar el "tic-tac" del
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// NEAREST sampler amb offsets subpíxel.
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if (u.chroma_min > 0.0f || u.chroma_max > 0.0f) {
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float ca = mix(u.chroma_min, u.chroma_max, 0.5f + 0.5f * sin(u.time * 7.3f)) * 0.005f;
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colour.r = sampleBilinearX(uv + float2(ca, 0.0f), 0, scene, samp);
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colour.b = sampleBilinearX(uv - float2(ca, 0.0f), 2, scene, samp);
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}
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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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@@ -453,7 +453,8 @@ namespace Rendering {
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void SDL3GPUShader::setPostFXParams(const PostFXParams& p) {
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uniforms_.vignette_strength = p.vignette;
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uniforms_.chroma_strength = p.chroma;
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uniforms_.chroma_min = p.chroma_min;
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uniforms_.chroma_max = p.chroma_max;
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uniforms_.scanline_strength = p.scanlines;
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uniforms_.mask_strength = p.mask;
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uniforms_.gamma_strength = p.gamma;
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@@ -12,7 +12,7 @@
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struct PostFXUniforms {
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// vec4 #0
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float vignette_strength;
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float chroma_strength;
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float chroma_min;
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float scanline_strength;
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float screen_height;
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// vec4 #1
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@@ -24,7 +24,7 @@ struct PostFXUniforms {
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float pixel_scale;
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float time;
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float flicker;
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float pad2;
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float chroma_max;
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// vec4 #3 — paràmetres de scanlines exposats al preset YAML
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float scan_dark_ratio;
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float scan_dark_floor;
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@@ -117,7 +117,7 @@ namespace Rendering {
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SDL_GPUTransferBuffer* upload_buffer_ = nullptr;
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SDL_GPUSampler* sampler_ = nullptr;
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PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_strength = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F, .pixel_scale = 1.0F, .scan_dark_ratio = 0.333F, .scan_dark_floor = 0.42F, .scan_edge_soft = 1.0F};
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PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_min = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F, .pixel_scale = 1.0F, .chroma_max = 0.15F, .scan_dark_ratio = 0.333F, .scan_dark_floor = 0.42F, .scan_edge_soft = 1.0F};
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CrtPiUniforms crtpi_uniforms_{.scanline_weight = 6.0F, .scanline_gap_brightness = 0.12F, .bloom_factor = 3.5F, .input_gamma = 2.4F, .output_gamma = 2.2F, .mask_brightness = 0.80F, .curvature_x = 0.05F, .curvature_y = 0.10F, .mask_type = 2, .enable_scanlines = 1, .enable_multisample = 1, .enable_gamma = 1};
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ShaderType active_shader_ = ShaderType::POSTFX;
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