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coffee_crisis_arcade_edition/data/shaders/crtpi_fragment.metal
Sergio Valor d6ffbda00d WIP: Metal shader backend para macOS
- Shaders MSL portados desde GLSL (vertex + fragment)
- Estructura básica de MetalShader class
- Device, command queue, pipeline y buffers creados
- CMakeLists.txt actualizado con Metal frameworks
- assets.txt incluye shaders .metal como opcionales

PENDIENTE:
- Implementar render() loop completo
- Obtener MTLTexture desde SDL_Texture
- Crear sampler state
- Testing en macOS real

Ver METAL_BACKEND_NOTES.md para detalles de implementación.
2025-10-02 21:05:28 +02:00

153 lines
4.6 KiB
Metal

//
// CRT-Pi Fragment Shader - Metal Shading Language
// Portado desde GLSL a MSL para macOS
//
#include <metal_stdlib>
using namespace metal;
// Configuración (equivalente a los #define en GLSL)
constant bool SCANLINES = true;
constant bool MULTISAMPLE = true;
constant bool GAMMA = true;
constant bool FAKE_GAMMA = false;
constant bool CURVATURE = false;
constant bool SHARPER = false;
constant int MASK_TYPE = 2; // 0=none, 1=green/magenta, 2=trinitron
constant float CURVATURE_X = 0.05;
constant float CURVATURE_Y = 0.1;
constant float MASK_BRIGHTNESS = 0.80;
constant float SCANLINE_WEIGHT = 6.0;
constant float SCANLINE_GAP_BRIGHTNESS = 0.12;
constant float BLOOM_FACTOR = 3.5;
constant float INPUT_GAMMA = 2.4;
constant float OUTPUT_GAMMA = 2.2;
// Estructura de entrada (salida del vertex shader)
struct VertexOut {
float4 position [[position]];
float2 texCoord;
float filterWidth;
// float2 screenScale; // Solo si CURVATURE está activo
};
// Uniforms
struct Uniforms {
float2 textureSize;
};
// Función para calcular el peso de la scanline
float CalcScanLineWeight(float dist) {
return max(1.0 - dist * dist * SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
}
// Función para calcular scanline con multisampling
float CalcScanLine(float dy, float filterWidth) {
float scanLineWeight = CalcScanLineWeight(dy);
if (MULTISAMPLE) {
scanLineWeight += CalcScanLineWeight(dy - filterWidth);
scanLineWeight += CalcScanLineWeight(dy + filterWidth);
scanLineWeight *= 0.3333333;
}
return scanLineWeight;
}
// Entry point del fragment shader
fragment float4 fragment_main(VertexOut in [[stage_in]],
texture2d<float> colorTexture [[texture(0)]],
constant Uniforms& uniforms [[buffer(1)]],
sampler textureSampler [[sampler(0)]]) {
float2 texcoord = in.texCoord;
// Si CURVATURE estuviera activo, aquí iría la función Distort()
float2 texcoordInPixels = texcoord * uniforms.textureSize;
float2 tc;
float scanLineWeight;
if (!SHARPER) {
// Modo normal (no SHARPER)
float tempY = floor(texcoordInPixels.y) + 0.5;
float yCoord = tempY / uniforms.textureSize.y;
float dy = texcoordInPixels.y - tempY;
scanLineWeight = CalcScanLine(dy, in.filterWidth);
float signY = sign(dy);
dy = dy * dy;
dy = dy * dy;
dy *= 8.0;
dy /= uniforms.textureSize.y;
dy *= signY;
tc = float2(texcoord.x, yCoord + dy);
} else {
// Modo SHARPER
float2 tempCoord = floor(texcoordInPixels) + 0.5;
float2 coord = tempCoord / uniforms.textureSize;
float2 deltas = texcoordInPixels - tempCoord;
scanLineWeight = CalcScanLine(deltas.y, in.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 /= uniforms.textureSize;
deltas *= signs;
tc = coord + deltas;
}
// Muestrear textura (texture() en GLSL = sample() en MSL)
float3 colour = colorTexture.sample(textureSampler, tc).rgb;
if (SCANLINES) {
if (GAMMA) {
if (FAKE_GAMMA) {
colour = colour * colour;
} else {
colour = pow(colour, float3(INPUT_GAMMA));
}
}
scanLineWeight *= BLOOM_FACTOR;
colour *= scanLineWeight;
if (GAMMA) {
if (FAKE_GAMMA) {
colour = sqrt(colour);
} else {
colour = pow(colour, float3(1.0 / OUTPUT_GAMMA));
}
}
}
// Aplicar máscara CRT
if (MASK_TYPE == 0) {
return float4(colour, 1.0);
} else if (MASK_TYPE == 1) {
// Máscara verde/magenta
float whichMask = fract(in.position.x * 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);
}
return float4(colour * mask, 1.0);
} else if (MASK_TYPE == 2) {
// Máscara trinitron
float whichMask = fract(in.position.x * 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;
}
return float4(colour * mask, 1.0);
}
return float4(colour, 1.0);
}