This commit is contained in:
2026-04-17 19:04:44 +02:00
parent 5fec0110b3
commit 1bb0ebdef8
30 changed files with 45791 additions and 23 deletions

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#version 450
// Vulkan GLSL fragment shader — CRT-Pi PostFX
// Algoritmo de scanlines continuas con pesos gaussianos, bloom y máscara de fósforo.
// Basado en el shader CRT-Pi original (GLSL 3.3), portado a GLSL 4.50 con parámetros uniformes.
//
// Compile: glslc -fshader-stage=frag --target-env=vulkan1.0 crtpi_frag.glsl -o crtpi_frag.spv
// xxd -i crtpi_frag.spv > ../../source/core/rendering/sdl3gpu/crtpi_frag_spv.h
layout(location = 0) in vec2 v_uv;
layout(location = 0) out vec4 out_color;
layout(set = 2, binding = 0) uniform sampler2D Texture;
layout(set = 3, binding = 0) uniform CrtPiBlock {
// vec4 #0
float scanline_weight; // Ajuste gaussiano de scanlines (default 6.0)
float scanline_gap_brightness; // Brillo mínimo entre scanlines (default 0.12)
float bloom_factor; // Factor de brillo en zonas iluminadas (default 3.5)
float input_gamma; // Gamma de entrada — linealización (default 2.4)
// vec4 #1
float output_gamma; // Gamma de salida — codificación (default 2.2)
float mask_brightness; // Brillo sub-píxeles de la máscara (default 0.80)
float curvature_x; // Distorsión barrel eje X (default 0.05)
float curvature_y; // Distorsión barrel eje Y (default 0.10)
// vec4 #2
int mask_type; // 0=ninguna, 1=verde/magenta, 2=RGB fósforo
int enable_scanlines; // 0 = off, 1 = on
int enable_multisample; // 0 = off, 1 = on (antialiasing analítico de scanlines)
int enable_gamma; // 0 = off, 1 = on
// vec4 #3
int enable_curvature; // 0 = off, 1 = on
int enable_sharper; // 0 = off, 1 = on
float texture_width; // Ancho del canvas lógico en píxeles
float texture_height; // Alto del canvas lógico en píxeles
} u;
// Distorsión barrel CRT
vec2 distort(vec2 coord, vec2 screen_scale) {
vec2 curvature = vec2(u.curvature_x, u.curvature_y);
vec2 barrel_scale = 1.0 - (0.23 * curvature);
coord *= screen_scale;
coord -= vec2(0.5);
float rsq = coord.x * coord.x + coord.y * coord.y;
coord += coord * (curvature * rsq);
coord *= barrel_scale;
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5) {
return vec2(-1.0); // fuera de pantalla
}
coord += vec2(0.5);
coord /= screen_scale;
return coord;
}
float calcScanLineWeight(float dist) {
return max(1.0 - dist * dist * u.scanline_weight, u.scanline_gap_brightness);
}
float calcScanLine(float dy, float filter_width) {
float weight = calcScanLineWeight(dy);
if (u.enable_multisample != 0) {
weight += calcScanLineWeight(dy - filter_width);
weight += calcScanLineWeight(dy + filter_width);
weight *= 0.3333333;
}
return weight;
}
void main() {
vec2 tex_size = vec2(u.texture_width, u.texture_height);
// filterWidth: equivalente al original (768.0 / TextureSize.y) / 3.0
float filter_width = (768.0 / u.texture_height) / 3.0;
vec2 texcoord = v_uv;
// Curvatura barrel opcional
if (u.enable_curvature != 0) {
texcoord = distort(texcoord, vec2(1.0, 1.0));
if (texcoord.x < 0.0) {
out_color = vec4(0.0, 0.0, 0.0, 1.0);
return;
}
}
vec2 texcoord_in_pixels = texcoord * tex_size;
vec2 tc;
float scan_line_weight;
if (u.enable_sharper != 0) {
// Modo SHARPER: filtrado bicúbico-like con subpixel sharpen
vec2 temp_coord = floor(texcoord_in_pixels) + 0.5;
tc = temp_coord / tex_size;
vec2 deltas = texcoord_in_pixels - temp_coord;
scan_line_weight = calcScanLine(deltas.y, filter_width);
vec2 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 /= tex_size;
deltas *= signs;
tc = tc + deltas;
} else {
// Modo estándar
float temp_y = floor(texcoord_in_pixels.y) + 0.5;
float y_coord = temp_y / tex_size.y;
float dy = texcoord_in_pixels.y - temp_y;
scan_line_weight = calcScanLine(dy, filter_width);
float sign_y = sign(dy);
dy = dy * dy;
dy = dy * dy;
dy *= 8.0;
dy /= tex_size.y;
dy *= sign_y;
tc = vec2(texcoord.x, y_coord + dy);
}
vec3 colour = texture(Texture, tc).rgb;
if (u.enable_scanlines != 0) {
if (u.enable_gamma != 0) {
colour = pow(colour, vec3(u.input_gamma));
}
colour *= scan_line_weight * u.bloom_factor;
if (u.enable_gamma != 0) {
colour = pow(colour, vec3(1.0 / u.output_gamma));
}
}
// Máscara de fósforo
if (u.mask_type == 1) {
float which_mask = fract(gl_FragCoord.x * 0.5);
vec3 mask = (which_mask < 0.5)
? vec3(u.mask_brightness, 1.0, u.mask_brightness)
: vec3(1.0, u.mask_brightness, 1.0);
colour *= mask;
} else if (u.mask_type == 2) {
float which_mask = fract(gl_FragCoord.x * 0.3333333);
vec3 mask = vec3(u.mask_brightness);
if (which_mask < 0.3333333)
mask.x = 1.0;
else if (which_mask < 0.6666666)
mask.y = 1.0;
else
mask.z = 1.0;
colour *= mask;
}
out_color = vec4(colour, 1.0);
}

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#version 450
layout(location = 0) in vec2 v_uv;
layout(location = 0) out vec4 out_color;
layout(set = 2, binding = 0) uniform sampler2D source;
layout(set = 3, binding = 0) uniform DownscaleUniforms {
int algorithm; // 0 = Lanczos2 (ventana 2, ±2 taps), 1 = Lanczos3 (ventana 3, ±3 taps)
float pad0;
float pad1;
float pad2;
} u;
// Kernel Lanczos normalizado: sinc(t) * sinc(t/a) para |t| < a, 0 fuera.
float lanczos(float t, float a) {
t = abs(t);
if (t < 0.0001) { return 1.0; }
if (t >= a) { return 0.0; }
const float PI = 3.14159265358979;
float pt = PI * t;
return (a * sin(pt) * sin(pt / a)) / (pt * pt);
}
void main() {
vec2 src_size = vec2(textureSize(source, 0));
// Posición en coordenadas de texel (centros de texel en N+0.5)
vec2 p = v_uv * src_size;
vec2 p_floor = floor(p);
float a = (u.algorithm == 0) ? 2.0 : 3.0;
int win = int(a);
vec4 color = vec4(0.0);
float weight_sum = 0.0;
for (int j = -win; j <= win; j++) {
for (int i = -win; i <= win; i++) {
// Centro del texel (i,j) relativo a p_floor
vec2 tap_center = p_floor + vec2(float(i), float(j)) + 0.5;
vec2 offset = tap_center - p;
float w = lanczos(offset.x, a) * lanczos(offset.y, a);
color += texture(source, tap_center / src_size) * w;
weight_sum += w;
}
}
out_color = (weight_sum > 0.0) ? (color / weight_sum) : vec4(0.0, 0.0, 0.0, 1.0);
}

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data/shaders/postfx.frag Normal file
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#version 450
// Vulkan GLSL fragment shader — PostFX effects
// Used for SDL3 GPU API (SPIR-V path, Win/Linux).
// Compile: glslc postfx.frag -o postfx.frag.spv
// xxd -i postfx.frag.spv > ../../source/core/rendering/sdl3gpu/postfx_frag_spv.h
//
// PostFXUniforms must match exactly the C++ struct in sdl3gpu_shader.hpp
// (8 floats, 32 bytes, std140/scalar layout).
layout(location = 0) in vec2 v_uv;
layout(location = 0) out vec4 out_color;
layout(set = 2, binding = 0) uniform sampler2D scene;
layout(set = 3, binding = 0) uniform PostFXUniforms {
float vignette_strength;
float chroma_strength;
float scanline_strength;
float screen_height;
float mask_strength;
float gamma_strength;
float curvature;
float bleeding;
float pixel_scale; // physical pixels per logical pixel (vh / tex_height_)
float time; // seconds since SDL init
float oversample; // supersampling factor (1.0 = off, 3.0 = 3×SS)
float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz — 48 bytes total (3 × 16)
} u;
// YCbCr helpers for NTSC bleeding
vec3 rgb_to_ycc(vec3 rgb) {
return vec3(
0.299*rgb.r + 0.587*rgb.g + 0.114*rgb.b,
-0.169*rgb.r - 0.331*rgb.g + 0.500*rgb.b + 0.5,
0.500*rgb.r - 0.419*rgb.g - 0.081*rgb.b + 0.5
);
}
vec3 ycc_to_rgb(vec3 ycc) {
float y = ycc.x;
float cb = ycc.y - 0.5;
float cr = ycc.z - 0.5;
return clamp(vec3(
y + 1.402*cr,
y - 0.344*cb - 0.714*cr,
y + 1.772*cb
), 0.0, 1.0);
}
void main() {
vec2 uv = v_uv;
// Curvatura barrel CRT
if (u.curvature > 0.0) {
vec2 c = uv - 0.5;
float rsq = dot(c, c);
vec2 dist = vec2(0.05, 0.1) * u.curvature;
vec2 barrelScale = vec2(1.0) - 0.23 * dist;
c += c * (dist * rsq);
c *= barrelScale;
if (abs(c.x) >= 0.5 || abs(c.y) >= 0.5) {
out_color = vec4(0.0, 0.0, 0.0, 1.0);
return;
}
uv = c + 0.5;
}
// Muestra base
vec3 base = texture(scene, uv).rgb;
// Sangrado NTSC — difuminado horizontal de crominancia.
// step = 1 pixel lógico de juego en UV (corrige SS: textureSize.x = game_w * oversample).
vec3 colour;
if (u.bleeding > 0.0) {
float tw = float(textureSize(scene, 0).x);
float step = u.oversample / tw; // 1 pixel lógico en UV
vec3 ycc = rgb_to_ycc(base);
vec3 ycc_l2 = rgb_to_ycc(texture(scene, uv - vec2(2.0*step, 0.0)).rgb);
vec3 ycc_l1 = rgb_to_ycc(texture(scene, uv - vec2(1.0*step, 0.0)).rgb);
vec3 ycc_r1 = rgb_to_ycc(texture(scene, uv + vec2(1.0*step, 0.0)).rgb);
vec3 ycc_r2 = rgb_to_ycc(texture(scene, uv + vec2(2.0*step, 0.0)).rgb);
ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0 + ycc.yz*2.0 + ycc_r1.yz*2.0 + ycc_r2.yz) / 8.0;
colour = mix(base, ycc_to_rgb(ycc), u.bleeding);
} else {
colour = base;
}
// Aberración cromática (drift animado con time para efecto NTSC real)
float ca = u.chroma_strength * 0.005 * (1.0 + 0.15 * sin(u.time * 7.3));
colour.r = texture(scene, uv + vec2(ca, 0.0)).r;
colour.b = texture(scene, uv - vec2(ca, 0.0)).b;
// Corrección gamma (linealizar antes de scanlines, codificar después)
if (u.gamma_strength > 0.0) {
vec3 lin = pow(colour, vec3(2.4));
colour = mix(colour, lin, u.gamma_strength);
}
// Scanlines — 1 pixel físico oscuro por fila lógica.
// Modelo sustractivo: las filas de scanline se oscurecen, las demás no cambian.
// Esto evita el efecto de sobrebrillo en contenido con colores vivos.
if (u.scanline_strength > 0.0) {
float ps = max(1.0, round(u.pixel_scale));
float frac_in_row = fract(uv.y * u.screen_height);
float row_pos = floor(frac_in_row * ps);
float is_dark = step(ps - 1.0, row_pos);
float scan = mix(1.0, 0.0, is_dark);
colour *= mix(1.0, scan, u.scanline_strength);
}
if (u.gamma_strength > 0.0) {
vec3 enc = pow(colour, vec3(1.0 / 2.2));
colour = mix(colour, enc, u.gamma_strength);
}
// Viñeta
vec2 d = uv - 0.5;
float vignette = 1.0 - dot(d, d) * u.vignette_strength;
colour *= clamp(vignette, 0.0, 1.0);
// Máscara de fósforo RGB — después de scanlines (orden original):
// filas brillantes saturadas → máscara invisible, filas oscuras → RGB visible.
if (u.mask_strength > 0.0) {
float whichMask = fract(gl_FragCoord.x * 0.3333333);
vec3 mask = vec3(0.80);
if (whichMask < 0.3333333)
mask.x = 1.0;
else if (whichMask < 0.6666666)
mask.y = 1.0;
else
mask.z = 1.0;
colour = mix(colour, colour * mask, u.mask_strength);
}
// Parpadeo de fósforo CRT (~50 Hz)
if (u.flicker > 0.0) {
float flicker_wave = sin(u.time * 100.0) * 0.5 + 0.5;
colour *= 1.0 - u.flicker * 0.04 * flicker_wave;
}
out_color = vec4(colour, 1.0);
}

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data/shaders/postfx.vert Normal file
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#version 450
// Vulkan GLSL vertex shader — postfx full-screen triangle
// Used for SDL3 GPU API (SPIR-V path, Win/Linux).
// Compile: glslc postfx.vert -o postfx.vert.spv
// xxd -i postfx.vert.spv > ../../source/core/rendering/sdl3gpu/postfx_vert_spv.h
layout(location = 0) out vec2 v_uv;
void main() {
// Full-screen triangle (no vertex buffer needed)
const vec2 positions[3] = vec2[3](
vec2(-1.0, -1.0),
vec2( 3.0, -1.0),
vec2(-1.0, 3.0)
);
const vec2 uvs[3] = vec2[3](
vec2(0.0, 1.0),
vec2(2.0, 1.0),
vec2(0.0,-1.0)
);
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
v_uv = uvs[gl_VertexIndex];
}

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data/shaders/upscale.frag Normal file
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#version 450
// Vulkan GLSL fragment shader — Nearest-neighbour upscale pass
// Used as the first render pass when supersampling is active.
// Compile: glslc upscale.frag -o upscale.frag.spv
// xxd -i upscale.frag.spv > ../../source/core/rendering/sdl3gpu/upscale_frag_spv.h
layout(location = 0) in vec2 v_uv;
layout(location = 0) out vec4 out_color;
layout(set = 2, binding = 0) uniform sampler2D scene;
void main() {
out_color = texture(scene, v_uv);
}