postfx subpixel

This commit is contained in:
2026-03-21 14:41:51 +01:00
parent e9fc2e8fa0
commit 06457654f4
5 changed files with 51 additions and 12 deletions

View File

@@ -31,9 +31,10 @@ out vec4 FragColor;
// Uniforms
uniform sampler2D Texture;
uniform vec2 TextureSize;
uniform float uVignette; // 0 = sin viñeta, 1 = máxima
uniform float uScanlines; // 0 = desactivadas, 1 = plenas
uniform float uChroma; // 0 = sin aberración, 1 = máxima
uniform float uVignette; // 0 = sin viñeta, 1 = máxima
uniform float uScanlines; // 0 = desactivadas, 1 = plenas
uniform float uChroma; // 0 = sin aberración, 1 = máxima
uniform float uOutputHeight; // altura del viewport en pixels de pantalla
#if defined(CURVATURE)
vec2 Distort(vec2 coord)
@@ -103,8 +104,20 @@ void main()
#else
float tempY = floor(texcoordInPixels.y) + 0.5;
float yCoord = tempY / TextureSize.y;
// Scanline en espacio de pantalla (subpíxel)
float scaleY = uOutputHeight / TextureSize.y;
float screenY = vTexCoord.y * uOutputHeight;
float posInRow = mod(screenY, scaleY);
float scanLineDY = posInRow / scaleY - 0.5;
float localFilterWidth = 1.0 / scaleY;
float scanLineWeight = CalcScanLineWeight(scanLineDY);
scanLineWeight += CalcScanLineWeight(scanLineDY - localFilterWidth);
scanLineWeight += CalcScanLineWeight(scanLineDY + localFilterWidth);
scanLineWeight *= 0.3333333;
// Phosphor blur en espacio textura (sin cambios)
float dy = texcoordInPixels.y - tempY;
float scanLineWeight = CalcScanLine(dy);
float signY = sign(dy);
dy = dy * dy;
dy = dy * dy;

View File

@@ -34,9 +34,10 @@ out vec4 FragColor;
// Uniforms
uniform sampler2D Texture;
uniform vec2 TextureSize;
uniform float uVignette; // 0 = sin viñeta, 1 = máxima
uniform float uScanlines; // 0 = desactivadas, 1 = plenas
uniform float uChroma; // 0 = sin aberración, 1 = máxima
uniform float uVignette; // 0 = sin viñeta, 1 = máxima
uniform float uScanlines; // 0 = desactivadas, 1 = plenas
uniform float uChroma; // 0 = sin aberración, 1 = máxima
uniform float uOutputHeight; // altura del viewport en pixels de pantalla
#if defined(CURVATURE)
vec2 Distort(vec2 coord)
@@ -106,8 +107,20 @@ void main()
#else
float tempY = floor(texcoordInPixels.y) + 0.5;
float yCoord = tempY / TextureSize.y;
// Scanline en espacio de pantalla (subpíxel)
float scaleY = uOutputHeight / TextureSize.y;
float screenY = vTexCoord.y * uOutputHeight;
float posInRow = mod(screenY, scaleY);
float scanLineDY = posInRow / scaleY - 0.5;
float localFilterWidth = 1.0 / scaleY;
float scanLineWeight = CalcScanLineWeight(scanLineDY);
scanLineWeight += CalcScanLineWeight(scanLineDY - localFilterWidth);
scanLineWeight += CalcScanLineWeight(scanLineDY + localFilterWidth);
scanLineWeight *= 0.3333333;
// Phosphor blur en espacio textura (sin cambios)
float dy = texcoordInPixels.y - tempY;
float scanLineWeight = CalcScanLine(dy);
float signY = sign(dy);
dy = dy * dy;
dy = dy * dy;