treballant en poder incloure diferents shaders

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2026-03-29 08:23:42 +02:00
parent 4db92d423c
commit a9b7c3f025
14 changed files with 1866 additions and 11 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);
}