nous postfx
This commit is contained in:
@@ -3,32 +3,19 @@
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// Configuración
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#define SCANLINES
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#define MULTISAMPLE
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#define GAMMA
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//#define FAKE_GAMMA
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//#define CURVATURE
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//#define SHARPER
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#define MASK_TYPE 2
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#define CURVATURE_X 0.05
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#define CURVATURE_Y 0.1
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#define MASK_BRIGHTNESS 0.80
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#define SCANLINE_WEIGHT 6.0
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#define SCANLINE_GAP_BRIGHTNESS 0.12
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#define BLOOM_FACTOR 3.5
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#define INPUT_GAMMA 2.4
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#define OUTPUT_GAMMA 2.2
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// Inputs desde vertex shader
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in vec2 vTexCoord;
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in float vFilterWidth;
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#if defined(CURVATURE)
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in vec2 vScreenScale;
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#endif
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// Output
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out vec4 FragColor;
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// Uniforms
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// Uniforms existentes
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uniform sampler2D Texture;
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uniform vec2 TextureSize;
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uniform float uVignette; // 0 = sin viñeta, 1 = máxima
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@@ -36,78 +23,63 @@ uniform float uScanlines; // 0 = desactivadas, 1 = plenas
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uniform float uChroma; // 0 = sin aberración, 1 = máxima
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uniform float uOutputHeight; // altura del viewport en pixels de pantalla
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#if defined(CURVATURE)
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vec2 Distort(vec2 coord)
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{
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vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
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vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
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coord *= vScreenScale;
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coord -= vec2(0.5);
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float rsq = coord.x * coord.x + coord.y * coord.y;
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coord += coord * (CURVATURE_DISTORTION * rsq);
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coord *= barrelScale;
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if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
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coord = vec2(-1.0);
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else
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{
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coord += vec2(0.5);
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coord /= vScreenScale;
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}
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return coord;
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// Nuevos uniforms
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uniform float uMask; // 0 = sin máscara de fósforo, 1 = máxima
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uniform float uGamma; // 0 = sin corrección gamma, 1 = gamma 2.4/2.2 plena
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uniform float uCurvature; // 0 = plana, 1 = curvatura barrel máxima
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uniform float uBleeding; // 0 = sin sangrado NTSC, 1 = máximo
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// Conversores YCbCr para efecto NTSC
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vec3 rgb_to_ycc(vec3 rgb) {
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return vec3(
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0.299*rgb.r + 0.587*rgb.g + 0.114*rgb.b,
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-0.169*rgb.r - 0.331*rgb.g + 0.500*rgb.b + 0.5,
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0.500*rgb.r - 0.419*rgb.g - 0.081*rgb.b + 0.5
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);
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}
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vec3 ycc_to_rgb(vec3 ycc) {
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float y = ycc.x;
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float cb = ycc.y - 0.5;
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float cr = ycc.z - 0.5;
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return clamp(vec3(
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y + 1.402*cr,
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y - 0.344*cb - 0.714*cr,
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y + 1.772*cb
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), 0.0, 1.0);
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}
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#endif
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float CalcScanLineWeight(float dist)
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{
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return max(1.0 - dist * dist * SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
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}
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float CalcScanLine(float dy)
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{
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float scanLineWeight = CalcScanLineWeight(dy);
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#if defined(MULTISAMPLE)
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scanLineWeight += CalcScanLineWeight(dy - vFilterWidth);
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scanLineWeight += CalcScanLineWeight(dy + vFilterWidth);
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scanLineWeight *= 0.3333333;
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#endif
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return scanLineWeight;
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}
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void main()
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{
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#if defined(CURVATURE)
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vec2 texcoord = Distort(vTexCoord);
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if (texcoord.x < 0.0) {
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vec2 texcoord = vTexCoord;
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// Curvatura barrel CRT (distorsión en UV antes de muestrear)
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if (uCurvature > 0.0) {
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vec2 c = texcoord - 0.5;
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float rsq = dot(c, c);
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vec2 dist = vec2(0.05, 0.1) * uCurvature;
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vec2 barrelScale = 1.0 - 0.23 * dist;
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c += c * (dist * rsq);
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c *= barrelScale;
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if (abs(c.x) >= 0.5 || abs(c.y) >= 0.5) {
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FragColor = vec4(0.0);
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return;
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}
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#else
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vec2 texcoord = vTexCoord;
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#endif
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texcoord = c + 0.5;
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}
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vec2 texcoordInPixels = texcoord * TextureSize;
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#if defined(SHARPER)
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vec2 tempCoord = floor(texcoordInPixels) + 0.5;
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vec2 coord = tempCoord / TextureSize;
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vec2 deltas = texcoordInPixels - tempCoord;
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float scanLineWeight = CalcScanLine(deltas.y);
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vec2 signs = sign(deltas);
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deltas.x *= 2.0;
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deltas = deltas * deltas;
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deltas.y = deltas.y * deltas.y;
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deltas.x *= 0.5;
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deltas.y *= 8.0;
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deltas /= TextureSize;
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deltas *= signs;
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vec2 tc = coord + deltas;
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#else
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float tempY = floor(texcoordInPixels.y) + 0.5;
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float yCoord = tempY / TextureSize.y;
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// Scanline en espacio de pantalla (subpíxel)
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float scaleY = uOutputHeight / TextureSize.y;
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float screenY = vTexCoord.y * uOutputHeight;
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float screenY = texcoord.y * uOutputHeight;
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float posInRow = mod(screenY, scaleY);
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float scanLineDY = posInRow / scaleY - 0.5;
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float localFilterWidth = 1.0 / scaleY;
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@@ -116,7 +88,7 @@ void main()
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scanLineWeight += CalcScanLineWeight(scanLineDY + localFilterWidth);
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scanLineWeight *= 0.3333333;
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// Phosphor blur en espacio textura (sin cambios)
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// Phosphor blur en espacio textura
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float dy = texcoordInPixels.y - tempY;
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float signY = sign(dy);
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dy = dy * dy;
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@@ -125,59 +97,64 @@ void main()
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dy /= TextureSize.y;
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dy *= signY;
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vec2 tc = vec2(texcoord.x, yCoord + dy);
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#endif
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float ca = uChroma * 0.005;
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// Muestra base en centro
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vec3 base = texture(Texture, tc).rgb;
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// Sangrado NTSC — difuminado horizontal de crominancia
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vec3 colour;
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if (uBleeding > 0.0) {
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float tw = TextureSize.x;
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vec3 ycc = rgb_to_ycc(base);
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vec3 ycc_l2 = rgb_to_ycc(texture(Texture, tc - vec2(2.0/tw, 0.0)).rgb);
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vec3 ycc_l1 = rgb_to_ycc(texture(Texture, tc - vec2(1.0/tw, 0.0)).rgb);
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vec3 ycc_r1 = rgb_to_ycc(texture(Texture, tc + vec2(1.0/tw, 0.0)).rgb);
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vec3 ycc_r2 = rgb_to_ycc(texture(Texture, tc + vec2(2.0/tw, 0.0)).rgb);
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ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0 + ycc.yz*2.0 + ycc_r1.yz*2.0 + ycc_r2.yz) / 8.0;
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colour = mix(base, ycc_to_rgb(ycc), uBleeding);
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} else {
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colour = base;
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}
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// Aberración cromática
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float ca = uChroma * 0.005;
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colour.r = texture(Texture, tc + vec2(ca, 0.0)).r;
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colour.g = texture(Texture, tc).g;
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colour.b = texture(Texture, tc - vec2(ca, 0.0)).b;
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#if defined(SCANLINES)
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#if defined(GAMMA)
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#if defined(FAKE_GAMMA)
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colour = colour * colour;
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#else
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colour = pow(colour, vec3(INPUT_GAMMA));
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#endif
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#endif
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// Corrección gamma (linealizar antes de scanlines, codificar después)
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if (uGamma > 0.0) {
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vec3 lin = pow(colour, vec3(2.4));
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colour = mix(colour, lin, uGamma);
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}
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// Scanlines
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scanLineWeight *= BLOOM_FACTOR;
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colour *= mix(1.0, scanLineWeight, uScanlines);
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#if defined(GAMMA)
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#if defined(FAKE_GAMMA)
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colour = sqrt(colour);
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#else
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colour = pow(colour, vec3(1.0 / OUTPUT_GAMMA));
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#endif
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#endif
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#endif
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if (uGamma > 0.0) {
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vec3 enc = pow(colour, vec3(1.0 / 2.2));
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colour = mix(colour, enc, uGamma);
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}
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// Viñeta
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if (uVignette > 0.0) {
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vec2 uv = texcoord - vec2(0.5);
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float vig = 1.0 - dot(uv, uv) * uVignette * 4.0;
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colour *= clamp(vig, 0.0, 1.0);
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}
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#if MASK_TYPE == 0
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FragColor = vec4(colour, 1.0);
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#elif MASK_TYPE == 1
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float whichMask = fract(gl_FragCoord.x * 0.5);
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vec3 mask;
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if (whichMask < 0.5)
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mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
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else
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mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
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FragColor = vec4(colour * mask, 1.0);
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#elif MASK_TYPE == 2
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// Máscara de fósforo RGB
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if (uMask > 0.0) {
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float whichMask = fract(gl_FragCoord.x * 0.3333333);
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vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
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vec3 mask = vec3(0.80);
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if (whichMask < 0.3333333)
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mask.x = 1.0;
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else if (whichMask < 0.6666666)
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mask.y = 1.0;
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else
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mask.z = 1.0;
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FragColor = vec4(colour * mask, 1.0);
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#endif
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colour = mix(colour, colour * mask, uMask);
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}
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FragColor = vec4(colour, 1.0);
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}
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@@ -6,32 +6,19 @@ precision highp float;
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// Configuración
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#define SCANLINES
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#define MULTISAMPLE
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#define GAMMA
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//#define FAKE_GAMMA
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//#define CURVATURE
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//#define SHARPER
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#define MASK_TYPE 2
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#define CURVATURE_X 0.05
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#define CURVATURE_Y 0.1
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#define MASK_BRIGHTNESS 0.80
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#define SCANLINE_WEIGHT 6.0
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#define SCANLINE_GAP_BRIGHTNESS 0.12
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#define BLOOM_FACTOR 3.5
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#define INPUT_GAMMA 2.4
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#define OUTPUT_GAMMA 2.2
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// Inputs desde vertex shader
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in vec2 vTexCoord;
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in float vFilterWidth;
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#if defined(CURVATURE)
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in vec2 vScreenScale;
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#endif
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// Output
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out vec4 FragColor;
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// Uniforms
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// Uniforms existentes
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uniform sampler2D Texture;
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uniform vec2 TextureSize;
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uniform float uVignette; // 0 = sin viñeta, 1 = máxima
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@@ -39,78 +26,63 @@ uniform float uScanlines; // 0 = desactivadas, 1 = plenas
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uniform float uChroma; // 0 = sin aberración, 1 = máxima
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uniform float uOutputHeight; // altura del viewport en pixels de pantalla
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#if defined(CURVATURE)
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vec2 Distort(vec2 coord)
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{
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vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
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vec2 barrelScale = vec2(1.0) - (0.23 * CURVATURE_DISTORTION);
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coord *= vScreenScale;
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coord -= vec2(0.5);
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float rsq = coord.x * coord.x + coord.y * coord.y;
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coord += coord * (CURVATURE_DISTORTION * rsq);
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coord *= barrelScale;
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if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
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coord = vec2(-1.0);
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else
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{
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coord += vec2(0.5);
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coord /= vScreenScale;
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}
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return coord;
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// Nuevos uniforms
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uniform float uMask; // 0 = sin máscara de fósforo, 1 = máxima
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uniform float uGamma; // 0 = sin corrección gamma, 1 = gamma 2.4/2.2 plena
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uniform float uCurvature; // 0 = plana, 1 = curvatura barrel máxima
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uniform float uBleeding; // 0 = sin sangrado NTSC, 1 = máximo
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// Conversores YCbCr para efecto NTSC
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vec3 rgb_to_ycc(vec3 rgb) {
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return vec3(
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0.299*rgb.r + 0.587*rgb.g + 0.114*rgb.b,
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-0.169*rgb.r - 0.331*rgb.g + 0.500*rgb.b + 0.5,
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0.500*rgb.r - 0.419*rgb.g - 0.081*rgb.b + 0.5
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);
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}
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vec3 ycc_to_rgb(vec3 ycc) {
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float y = ycc.x;
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float cb = ycc.y - 0.5;
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float cr = ycc.z - 0.5;
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return clamp(vec3(
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y + 1.402*cr,
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y - 0.344*cb - 0.714*cr,
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y + 1.772*cb
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), 0.0, 1.0);
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}
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#endif
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float CalcScanLineWeight(float dist)
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{
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return max(1.0 - dist * dist * SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
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}
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float CalcScanLine(float dy)
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{
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float scanLineWeight = CalcScanLineWeight(dy);
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#if defined(MULTISAMPLE)
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scanLineWeight += CalcScanLineWeight(dy - vFilterWidth);
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scanLineWeight += CalcScanLineWeight(dy + vFilterWidth);
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scanLineWeight *= 0.3333333;
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#endif
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return scanLineWeight;
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}
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void main()
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{
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#if defined(CURVATURE)
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vec2 texcoord = Distort(vTexCoord);
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if (texcoord.x < 0.0) {
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vec2 texcoord = vTexCoord;
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// Curvatura barrel CRT (distorsión en UV antes de muestrear)
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if (uCurvature > 0.0) {
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vec2 c = texcoord - vec2(0.5);
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float rsq = dot(c, c);
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vec2 dist = vec2(0.05, 0.1) * uCurvature;
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vec2 barrelScale = vec2(1.0) - 0.23 * dist;
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c += c * (dist * rsq);
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c *= barrelScale;
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if (abs(c.x) >= 0.5 || abs(c.y) >= 0.5) {
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FragColor = vec4(0.0);
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return;
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}
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#else
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vec2 texcoord = vTexCoord;
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#endif
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texcoord = c + vec2(0.5);
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}
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vec2 texcoordInPixels = texcoord * TextureSize;
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#if defined(SHARPER)
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vec2 tempCoord = floor(texcoordInPixels) + vec2(0.5);
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vec2 coord = tempCoord / TextureSize;
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vec2 deltas = texcoordInPixels - tempCoord;
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float scanLineWeight = CalcScanLine(deltas.y);
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vec2 signs = sign(deltas);
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deltas.x *= 2.0;
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deltas = deltas * deltas;
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deltas.y = deltas.y * deltas.y;
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deltas.x *= 0.5;
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deltas.y *= 8.0;
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deltas /= TextureSize;
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deltas *= signs;
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vec2 tc = coord + deltas;
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#else
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float tempY = floor(texcoordInPixels.y) + 0.5;
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float yCoord = tempY / TextureSize.y;
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// Scanline en espacio de pantalla (subpíxel)
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float scaleY = uOutputHeight / TextureSize.y;
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float screenY = vTexCoord.y * uOutputHeight;
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float screenY = texcoord.y * uOutputHeight;
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float posInRow = mod(screenY, scaleY);
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float scanLineDY = posInRow / scaleY - 0.5;
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float localFilterWidth = 1.0 / scaleY;
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@@ -119,7 +91,7 @@ void main()
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scanLineWeight += CalcScanLineWeight(scanLineDY + localFilterWidth);
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scanLineWeight *= 0.3333333;
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// Phosphor blur en espacio textura (sin cambios)
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// Phosphor blur en espacio textura
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float dy = texcoordInPixels.y - tempY;
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float signY = sign(dy);
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dy = dy * dy;
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@@ -128,59 +100,64 @@ void main()
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dy /= TextureSize.y;
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dy *= signY;
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vec2 tc = vec2(texcoord.x, yCoord + dy);
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#endif
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float ca = uChroma * 0.005;
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// Muestra base en centro
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vec3 base = texture(Texture, tc).rgb;
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// Sangrado NTSC — difuminado horizontal de crominancia
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vec3 colour;
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if (uBleeding > 0.0) {
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float tw = TextureSize.x;
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vec3 ycc = rgb_to_ycc(base);
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vec3 ycc_l2 = rgb_to_ycc(texture(Texture, tc - vec2(2.0/tw, 0.0)).rgb);
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vec3 ycc_l1 = rgb_to_ycc(texture(Texture, tc - vec2(1.0/tw, 0.0)).rgb);
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vec3 ycc_r1 = rgb_to_ycc(texture(Texture, tc + vec2(1.0/tw, 0.0)).rgb);
|
||||
vec3 ycc_r2 = rgb_to_ycc(texture(Texture, tc + vec2(2.0/tw, 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), uBleeding);
|
||||
} else {
|
||||
colour = base;
|
||||
}
|
||||
|
||||
// Aberración cromática
|
||||
float ca = uChroma * 0.005;
|
||||
colour.r = texture(Texture, tc + vec2(ca, 0.0)).r;
|
||||
colour.g = texture(Texture, tc).g;
|
||||
colour.b = texture(Texture, tc - vec2(ca, 0.0)).b;
|
||||
|
||||
#if defined(SCANLINES)
|
||||
#if defined(GAMMA)
|
||||
#if defined(FAKE_GAMMA)
|
||||
colour = colour * colour;
|
||||
#else
|
||||
colour = pow(colour, vec3(INPUT_GAMMA));
|
||||
#endif
|
||||
#endif
|
||||
// Corrección gamma (linealizar antes de scanlines, codificar después)
|
||||
if (uGamma > 0.0) {
|
||||
vec3 lin = pow(colour, vec3(2.4));
|
||||
colour = mix(colour, lin, uGamma);
|
||||
}
|
||||
|
||||
// Scanlines
|
||||
scanLineWeight *= BLOOM_FACTOR;
|
||||
colour *= mix(1.0, scanLineWeight, uScanlines);
|
||||
|
||||
#if defined(GAMMA)
|
||||
#if defined(FAKE_GAMMA)
|
||||
colour = sqrt(colour);
|
||||
#else
|
||||
colour = pow(colour, vec3(1.0 / OUTPUT_GAMMA));
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
if (uGamma > 0.0) {
|
||||
vec3 enc = pow(colour, vec3(1.0 / 2.2));
|
||||
colour = mix(colour, enc, uGamma);
|
||||
}
|
||||
|
||||
// Viñeta
|
||||
if (uVignette > 0.0) {
|
||||
vec2 uv = texcoord - vec2(0.5);
|
||||
float vig = 1.0 - dot(uv, uv) * uVignette * 4.0;
|
||||
colour *= clamp(vig, 0.0, 1.0);
|
||||
}
|
||||
|
||||
#if MASK_TYPE == 0
|
||||
FragColor = vec4(colour, 1.0);
|
||||
#elif MASK_TYPE == 1
|
||||
float whichMask = fract(gl_FragCoord.x * 0.5);
|
||||
vec3 mask;
|
||||
if (whichMask < 0.5)
|
||||
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
|
||||
else
|
||||
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
|
||||
FragColor = vec4(colour * mask, 1.0);
|
||||
#elif MASK_TYPE == 2
|
||||
// Máscara de fósforo RGB
|
||||
if (uMask > 0.0) {
|
||||
float whichMask = fract(gl_FragCoord.x * 0.3333333);
|
||||
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
|
||||
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;
|
||||
FragColor = vec4(colour * mask, 1.0);
|
||||
#endif
|
||||
colour = mix(colour, colour * mask, uMask);
|
||||
}
|
||||
|
||||
FragColor = vec4(colour, 1.0);
|
||||
}
|
||||
|
||||
126
data/shaders/postfx.frag
Normal file
126
data/shaders/postfx.frag
Normal file
@@ -0,0 +1,126 @@
|
||||
#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;
|
||||
} 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
|
||||
vec3 colour;
|
||||
if (u.bleeding > 0.0) {
|
||||
float tw = float(textureSize(scene, 0).x);
|
||||
vec3 ycc = rgb_to_ycc(base);
|
||||
vec3 ycc_l2 = rgb_to_ycc(texture(scene, uv - vec2(2.0/tw, 0.0)).rgb);
|
||||
vec3 ycc_l1 = rgb_to_ycc(texture(scene, uv - vec2(1.0/tw, 0.0)).rgb);
|
||||
vec3 ycc_r1 = rgb_to_ycc(texture(scene, uv + vec2(1.0/tw, 0.0)).rgb);
|
||||
vec3 ycc_r2 = rgb_to_ycc(texture(scene, uv + vec2(2.0/tw, 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
|
||||
float ca = u.chroma_strength * 0.005;
|
||||
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
|
||||
float texHeight = float(textureSize(scene, 0).y);
|
||||
float scaleY = u.screen_height / texHeight;
|
||||
float screenY = uv.y * u.screen_height;
|
||||
float posInRow = mod(screenY, scaleY);
|
||||
float scanLineDY = posInRow / scaleY - 0.5;
|
||||
float scan = max(1.0 - scanLineDY * scanLineDY * 6.0, 0.12) * 3.5;
|
||||
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
|
||||
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);
|
||||
}
|
||||
|
||||
out_color = vec4(colour, 1.0);
|
||||
}
|
||||
24
data/shaders/postfx.vert
Normal file
24
data/shaders/postfx.vert
Normal file
@@ -0,0 +1,24 @@
|
||||
#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];
|
||||
}
|
||||
@@ -342,9 +342,17 @@ auto OpenGLShader::init(SDL_Window* window,
|
||||
scanlines_location_ = glGetUniformLocation(program_id_, "uScanlines");
|
||||
chroma_location_ = glGetUniformLocation(program_id_, "uChroma");
|
||||
output_height_location_ = glGetUniformLocation(program_id_, "uOutputHeight");
|
||||
mask_location_ = glGetUniformLocation(program_id_, "uMask");
|
||||
gamma_location_ = glGetUniformLocation(program_id_, "uGamma");
|
||||
curvature_location_ = glGetUniformLocation(program_id_, "uCurvature");
|
||||
bleeding_location_ = glGetUniformLocation(program_id_, "uBleeding");
|
||||
if (vignette_location_ != -1) { glUniform1f(vignette_location_, postfx_vignette_); }
|
||||
if (scanlines_location_ != -1) { glUniform1f(scanlines_location_, postfx_scanlines_); }
|
||||
if (chroma_location_ != -1) { glUniform1f(chroma_location_, postfx_chroma_); }
|
||||
if (mask_location_ != -1) { glUniform1f(mask_location_, postfx_mask_); }
|
||||
if (gamma_location_ != -1) { glUniform1f(gamma_location_, postfx_gamma_); }
|
||||
if (curvature_location_ != -1) { glUniform1f(curvature_location_, postfx_curvature_); }
|
||||
if (bleeding_location_ != -1) { glUniform1f(bleeding_location_, postfx_bleeding_); }
|
||||
glUseProgram(0);
|
||||
|
||||
is_initialized_ = true;
|
||||
@@ -403,6 +411,10 @@ void OpenGLShader::render() {
|
||||
if (vignette_location_ != -1) { glUniform1f(vignette_location_, postfx_vignette_); }
|
||||
if (scanlines_location_ != -1) { glUniform1f(scanlines_location_, postfx_scanlines_); }
|
||||
if (chroma_location_ != -1) { glUniform1f(chroma_location_, postfx_chroma_); }
|
||||
if (mask_location_ != -1) { glUniform1f(mask_location_, postfx_mask_); }
|
||||
if (gamma_location_ != -1) { glUniform1f(gamma_location_, postfx_gamma_); }
|
||||
if (curvature_location_ != -1) { glUniform1f(curvature_location_, postfx_curvature_); }
|
||||
if (bleeding_location_ != -1) { glUniform1f(bleeding_location_, postfx_bleeding_); }
|
||||
|
||||
// Configurar viewport (obtener tamaño lógico de SDL)
|
||||
int logical_w;
|
||||
@@ -469,10 +481,14 @@ void OpenGLShader::render() {
|
||||
glViewport(old_viewport[0], old_viewport[1], old_viewport[2], old_viewport[3]);
|
||||
}
|
||||
|
||||
void OpenGLShader::setPostFXParams(float vignette, float scanlines, float chroma) {
|
||||
postfx_vignette_ = vignette;
|
||||
postfx_scanlines_ = scanlines;
|
||||
postfx_chroma_ = chroma;
|
||||
void OpenGLShader::setPostFXParams(const PostFXParams& p) {
|
||||
postfx_vignette_ = p.vignette;
|
||||
postfx_scanlines_ = p.scanlines;
|
||||
postfx_chroma_ = p.chroma;
|
||||
postfx_mask_ = p.mask;
|
||||
postfx_gamma_ = p.gamma;
|
||||
postfx_curvature_ = p.curvature;
|
||||
postfx_bleeding_ = p.bleeding;
|
||||
}
|
||||
|
||||
void OpenGLShader::setTextureSize(float width, float height) {
|
||||
|
||||
@@ -30,7 +30,7 @@ class OpenGLShader : public ShaderBackend {
|
||||
|
||||
void render() override;
|
||||
void setTextureSize(float width, float height) override;
|
||||
void setPostFXParams(float vignette, float scanlines, float chroma) override;
|
||||
void setPostFXParams(const PostFXParams& p) override;
|
||||
void cleanup() final;
|
||||
[[nodiscard]] auto isHardwareAccelerated() const -> bool override { return is_initialized_; }
|
||||
|
||||
@@ -60,11 +60,19 @@ class OpenGLShader : public ShaderBackend {
|
||||
GLint scanlines_location_ = -1;
|
||||
GLint chroma_location_ = -1;
|
||||
GLint output_height_location_ = -1;
|
||||
GLint mask_location_ = -1;
|
||||
GLint gamma_location_ = -1;
|
||||
GLint curvature_location_ = -1;
|
||||
GLint bleeding_location_ = -1;
|
||||
|
||||
// Valores cacheados de PostFX
|
||||
float postfx_vignette_ = 0.6F;
|
||||
float postfx_scanlines_ = 0.7F;
|
||||
float postfx_chroma_ = 0.15F;
|
||||
float postfx_mask_ = 0.0F;
|
||||
float postfx_gamma_ = 0.0F;
|
||||
float postfx_curvature_ = 0.0F;
|
||||
float postfx_bleeding_ = 0.0F;
|
||||
|
||||
// Tamaños
|
||||
int window_width_ = 0;
|
||||
|
||||
@@ -482,7 +482,9 @@ void Screen::loadShaders() {
|
||||
void Screen::applyCurrentPostFXPreset() {
|
||||
if (shader_backend_ && !Options::postfx_presets.empty()) {
|
||||
const auto& p = Options::postfx_presets[static_cast<size_t>(Options::current_postfx_preset)];
|
||||
shader_backend_->setPostFXParams(p.vignette, p.scanlines, p.chroma);
|
||||
Rendering::PostFXParams params{p.vignette, p.scanlines, p.chroma,
|
||||
p.mask, p.gamma, p.curvature, p.bleeding};
|
||||
shader_backend_->setPostFXParams(params);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -48,32 +48,110 @@ struct PostFXUniforms {
|
||||
float chroma_strength;
|
||||
float scanline_strength;
|
||||
float screen_height;
|
||||
float mask_strength;
|
||||
float gamma_strength;
|
||||
float curvature;
|
||||
float bleeding;
|
||||
};
|
||||
|
||||
// YCbCr helpers for NTSC bleeding
|
||||
static float3 rgb_to_ycc(float3 rgb) {
|
||||
return float3(
|
||||
0.299f*rgb.r + 0.587f*rgb.g + 0.114f*rgb.b,
|
||||
-0.169f*rgb.r - 0.331f*rgb.g + 0.500f*rgb.b + 0.5f,
|
||||
0.500f*rgb.r - 0.419f*rgb.g - 0.081f*rgb.b + 0.5f
|
||||
);
|
||||
}
|
||||
static float3 ycc_to_rgb(float3 ycc) {
|
||||
float y = ycc.x;
|
||||
float cb = ycc.y - 0.5f;
|
||||
float cr = ycc.z - 0.5f;
|
||||
return clamp(float3(
|
||||
y + 1.402f*cr,
|
||||
y - 0.344f*cb - 0.714f*cr,
|
||||
y + 1.772f*cb
|
||||
), 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
fragment float4 postfx_fs(PostVOut in [[stage_in]],
|
||||
texture2d<float> scene [[texture(0)]],
|
||||
sampler samp [[sampler(0)]],
|
||||
constant PostFXUniforms& u [[buffer(0)]]) {
|
||||
float ca = u.chroma_strength * 0.005;
|
||||
float4 color;
|
||||
color.r = scene.sample(samp, in.uv + float2( ca, 0.0)).r;
|
||||
color.g = scene.sample(samp, in.uv).g;
|
||||
color.b = scene.sample(samp, in.uv - float2( ca, 0.0)).b;
|
||||
color.a = scene.sample(samp, in.uv).a;
|
||||
float2 uv = in.uv;
|
||||
|
||||
// Curvatura barrel CRT
|
||||
if (u.curvature > 0.0f) {
|
||||
float2 c = uv - 0.5f;
|
||||
float rsq = dot(c, c);
|
||||
float2 dist = float2(0.05f, 0.1f) * u.curvature;
|
||||
float2 barrelScale = 1.0f - 0.23f * dist;
|
||||
c += c * (dist * rsq);
|
||||
c *= barrelScale;
|
||||
if (abs(c.x) >= 0.5f || abs(c.y) >= 0.5f) {
|
||||
return float4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
uv = c + 0.5f;
|
||||
}
|
||||
|
||||
// Muestra base
|
||||
float3 base = scene.sample(samp, uv).rgb;
|
||||
|
||||
// Sangrado NTSC — difuminado horizontal de crominancia
|
||||
float3 colour;
|
||||
if (u.bleeding > 0.0f) {
|
||||
float tw = float(scene.get_width());
|
||||
float3 ycc = rgb_to_ycc(base);
|
||||
float3 ycc_l2 = rgb_to_ycc(scene.sample(samp, uv - float2(2.0f/tw, 0.0f)).rgb);
|
||||
float3 ycc_l1 = rgb_to_ycc(scene.sample(samp, uv - float2(1.0f/tw, 0.0f)).rgb);
|
||||
float3 ycc_r1 = rgb_to_ycc(scene.sample(samp, uv + float2(1.0f/tw, 0.0f)).rgb);
|
||||
float3 ycc_r2 = rgb_to_ycc(scene.sample(samp, uv + float2(2.0f/tw, 0.0f)).rgb);
|
||||
ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0f + ycc.yz*2.0f + ycc_r1.yz*2.0f + ycc_r2.yz) / 8.0f;
|
||||
colour = mix(base, ycc_to_rgb(ycc), u.bleeding);
|
||||
} else {
|
||||
colour = base;
|
||||
}
|
||||
|
||||
// Aberración cromática
|
||||
float ca = u.chroma_strength * 0.005f;
|
||||
colour.r = scene.sample(samp, uv + float2(ca, 0.0f)).r;
|
||||
colour.b = scene.sample(samp, uv - float2(ca, 0.0f)).b;
|
||||
|
||||
// Corrección gamma (linealizar antes de scanlines, codificar después)
|
||||
if (u.gamma_strength > 0.0f) {
|
||||
float3 lin = pow(colour, float3(2.4f));
|
||||
colour = mix(colour, lin, u.gamma_strength);
|
||||
}
|
||||
|
||||
// Scanlines
|
||||
float texHeight = float(scene.get_height());
|
||||
float scaleY = u.screen_height / texHeight;
|
||||
float screenY = in.uv.y * u.screen_height;
|
||||
float screenY = uv.y * u.screen_height;
|
||||
float posInRow = fmod(screenY, scaleY);
|
||||
float scanLineDY = posInRow / scaleY - 0.5;
|
||||
float scan = max(1.0 - scanLineDY * scanLineDY * 6.0, 0.12) * 3.5;
|
||||
color.rgb *= mix(1.0, scan, u.scanline_strength);
|
||||
float scanLineDY = posInRow / scaleY - 0.5f;
|
||||
float scan = max(1.0f - scanLineDY * scanLineDY * 6.0f, 0.12f) * 3.5f;
|
||||
colour *= mix(1.0f, scan, u.scanline_strength);
|
||||
|
||||
float2 d = in.uv - float2(0.5, 0.5);
|
||||
float vignette = 1.0 - dot(d, d) * u.vignette_strength;
|
||||
color.rgb *= clamp(vignette, 0.0, 1.0);
|
||||
if (u.gamma_strength > 0.0f) {
|
||||
float3 enc = pow(colour, float3(1.0f/2.2f));
|
||||
colour = mix(colour, enc, u.gamma_strength);
|
||||
}
|
||||
|
||||
return color;
|
||||
// Viñeta
|
||||
float2 d = uv - 0.5f;
|
||||
float vignette = 1.0f - dot(d, d) * u.vignette_strength;
|
||||
colour *= clamp(vignette, 0.0f, 1.0f);
|
||||
|
||||
// Máscara de fósforo RGB
|
||||
if (u.mask_strength > 0.0f) {
|
||||
float whichMask = fract(in.pos.x * 0.3333333f);
|
||||
float3 mask = float3(0.80f);
|
||||
if (whichMask < 0.3333333f) mask.x = 1.0f;
|
||||
else if (whichMask < 0.6666667f) mask.y = 1.0f;
|
||||
else mask.z = 1.0f;
|
||||
colour = mix(colour, colour * mask, u.mask_strength);
|
||||
}
|
||||
|
||||
return float4(colour, 1.0f);
|
||||
}
|
||||
)";
|
||||
// NOLINTEND(readability-identifier-naming)
|
||||
@@ -423,10 +501,14 @@ auto SDL3GPUShader::createShaderSPIRV(SDL_GPUDevice* device,
|
||||
return shader;
|
||||
}
|
||||
|
||||
void SDL3GPUShader::setPostFXParams(float vignette, float scanlines, float chroma) {
|
||||
uniforms_.vignette_strength = vignette;
|
||||
uniforms_.scanline_strength = scanlines;
|
||||
uniforms_.chroma_strength = chroma;
|
||||
void SDL3GPUShader::setPostFXParams(const PostFXParams& p) {
|
||||
uniforms_.vignette_strength = p.vignette;
|
||||
uniforms_.scanline_strength = p.scanlines;
|
||||
uniforms_.chroma_strength = p.chroma;
|
||||
uniforms_.mask_strength = p.mask;
|
||||
uniforms_.gamma_strength = p.gamma;
|
||||
uniforms_.curvature = p.curvature;
|
||||
uniforms_.bleeding = p.bleeding;
|
||||
}
|
||||
|
||||
} // namespace Rendering
|
||||
|
||||
@@ -7,11 +7,16 @@
|
||||
|
||||
// PostFX uniforms pushed to fragment stage each frame.
|
||||
// Must match the MSL struct and GLSL uniform block layout.
|
||||
// 8 floats = 32 bytes — meets Metal/Vulkan 16-byte alignment requirement.
|
||||
struct PostFXUniforms {
|
||||
float vignette_strength; // 0 = none, ~0.8 = subtle
|
||||
float chroma_strength; // 0 = off, ~0.2 = subtle chromatic aberration
|
||||
float scanline_strength; // 0 = off, 1 = full
|
||||
float screen_height; // logical height in pixels (for resolution-independent scanlines)
|
||||
float mask_strength; // 0 = off, 1 = full phosphor dot mask
|
||||
float gamma_strength; // 0 = off, 1 = full gamma 2.4/2.2 correction
|
||||
float curvature; // 0 = flat, 1 = max barrel distortion
|
||||
float bleeding; // 0 = off, 1 = max NTSC chrominance bleeding
|
||||
};
|
||||
|
||||
namespace Rendering {
|
||||
@@ -42,7 +47,7 @@ class SDL3GPUShader : public ShaderBackend {
|
||||
void uploadPixels(const Uint32* pixels, int width, int height) override;
|
||||
|
||||
// Actualiza los parámetros de intensidad de los efectos PostFX
|
||||
void setPostFXParams(float vignette, float scanlines, float chroma) override;
|
||||
void setPostFXParams(const PostFXParams& p) override;
|
||||
|
||||
private:
|
||||
static auto createShaderMSL(SDL_GPUDevice* device,
|
||||
|
||||
@@ -6,6 +6,20 @@
|
||||
|
||||
namespace Rendering {
|
||||
|
||||
/**
|
||||
* @brief Parámetros de intensidad de los efectos PostFX
|
||||
* Definido a nivel de namespace para facilitar el uso desde subclases y screen.cpp
|
||||
*/
|
||||
struct PostFXParams {
|
||||
float vignette = 0.0F; // Intensidad de la viñeta
|
||||
float scanlines = 0.0F; // Intensidad de las scanlines
|
||||
float chroma = 0.0F; // Aberración cromática
|
||||
float mask = 0.0F; // Máscara de fósforo RGB
|
||||
float gamma = 0.0F; // Corrección gamma (blend 0=off, 1=full)
|
||||
float curvature = 0.0F; // Curvatura barrel CRT
|
||||
float bleeding = 0.0F; // Sangrado de color NTSC
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief Interfaz abstracta para backends de renderizado con shaders
|
||||
*
|
||||
@@ -54,11 +68,9 @@ class ShaderBackend {
|
||||
|
||||
/**
|
||||
* @brief Establece los parámetros de intensidad de los efectos PostFX
|
||||
* @param vignette Intensidad de la viñeta (0.0 = ninguna, 1.0 = máxima)
|
||||
* @param scanlines Intensidad de las scanlines (0.0 = desactivadas, 1.0 = máximas)
|
||||
* @param chroma Intensidad de la aberración cromática (0.0 = ninguna, 1.0 = máxima)
|
||||
* @param p Struct con todos los parámetros PostFX
|
||||
*/
|
||||
virtual void setPostFXParams(float /*vignette*/, float /*scanlines*/, float /*chroma*/) {}
|
||||
virtual void setPostFXParams(const PostFXParams& /*p*/) {}
|
||||
|
||||
/**
|
||||
* @brief Verifica si el backend está usando aceleración por hardware
|
||||
|
||||
@@ -690,6 +690,18 @@ auto loadPostFXFromFile() -> bool {
|
||||
if (p.contains("chroma")) {
|
||||
try { preset.chroma = p["chroma"].get_value<float>(); } catch (...) {}
|
||||
}
|
||||
if (p.contains("mask")) {
|
||||
try { preset.mask = p["mask"].get_value<float>(); } catch (...) {}
|
||||
}
|
||||
if (p.contains("gamma")) {
|
||||
try { preset.gamma = p["gamma"].get_value<float>(); } catch (...) {}
|
||||
}
|
||||
if (p.contains("curvature")) {
|
||||
try { preset.curvature = p["curvature"].get_value<float>(); } catch (...) {}
|
||||
}
|
||||
if (p.contains("bleeding")) {
|
||||
try { preset.bleeding = p["bleeding"].get_value<float>(); } catch (...) {}
|
||||
}
|
||||
postfx_presets.push_back(preset);
|
||||
}
|
||||
}
|
||||
@@ -727,20 +739,52 @@ auto savePostFXToFile() -> bool {
|
||||
file << "# vignette: screen darkening at the edges\n";
|
||||
file << "# scanlines: horizontal scanline effect\n";
|
||||
file << "# chroma: chromatic aberration (RGB color fringing)\n";
|
||||
file << "# mask: phosphor dot mask (RGB subpixel pattern)\n";
|
||||
file << "# gamma: gamma correction input 2.4 / output 2.2\n";
|
||||
file << "# curvature: CRT barrel distortion\n";
|
||||
file << "# bleeding: NTSC horizontal colour bleeding\n";
|
||||
file << "\n";
|
||||
file << "presets:\n";
|
||||
file << " - name: \"CRT\"\n";
|
||||
file << " vignette: 0.6\n";
|
||||
file << " scanlines: 0.7\n";
|
||||
file << " chroma: 0.15\n";
|
||||
file << " mask: 0.6\n";
|
||||
file << " gamma: 0.8\n";
|
||||
file << " curvature: 0.0\n";
|
||||
file << " bleeding: 0.0\n";
|
||||
file << " - name: \"NTSC\"\n";
|
||||
file << " vignette: 0.4\n";
|
||||
file << " scanlines: 0.5\n";
|
||||
file << " chroma: 0.2\n";
|
||||
file << " mask: 0.4\n";
|
||||
file << " gamma: 0.5\n";
|
||||
file << " curvature: 0.0\n";
|
||||
file << " bleeding: 0.6\n";
|
||||
file << " - name: \"CURVED\"\n";
|
||||
file << " vignette: 0.5\n";
|
||||
file << " scanlines: 0.6\n";
|
||||
file << " chroma: 0.1\n";
|
||||
file << " mask: 0.5\n";
|
||||
file << " gamma: 0.7\n";
|
||||
file << " curvature: 0.8\n";
|
||||
file << " bleeding: 0.0\n";
|
||||
file << " - name: \"SCANLINES\"\n";
|
||||
file << " vignette: 0.0\n";
|
||||
file << " scanlines: 0.8\n";
|
||||
file << " chroma: 0.0\n";
|
||||
file << " mask: 0.0\n";
|
||||
file << " gamma: 0.0\n";
|
||||
file << " curvature: 0.0\n";
|
||||
file << " bleeding: 0.0\n";
|
||||
file << " - name: \"SUBTLE\"\n";
|
||||
file << " vignette: 0.3\n";
|
||||
file << " scanlines: 0.4\n";
|
||||
file << " chroma: 0.05\n";
|
||||
file << " mask: 0.0\n";
|
||||
file << " gamma: 0.3\n";
|
||||
file << " curvature: 0.0\n";
|
||||
file << " bleeding: 0.0\n";
|
||||
|
||||
file.close();
|
||||
|
||||
@@ -750,9 +794,11 @@ auto savePostFXToFile() -> bool {
|
||||
|
||||
// Cargar los presets recién creados
|
||||
postfx_presets.clear();
|
||||
postfx_presets.push_back({"CRT", 0.6F, 0.7F, 0.15F});
|
||||
postfx_presets.push_back({"SCANLINES", 0.0F, 0.8F, 0.0F});
|
||||
postfx_presets.push_back({"SUBTLE", 0.3F, 0.4F, 0.05F});
|
||||
postfx_presets.push_back({"CRT", 0.6F, 0.7F, 0.15F, 0.6F, 0.8F, 0.0F, 0.0F});
|
||||
postfx_presets.push_back({"NTSC", 0.4F, 0.5F, 0.2F, 0.4F, 0.5F, 0.0F, 0.6F});
|
||||
postfx_presets.push_back({"CURVED", 0.5F, 0.6F, 0.1F, 0.5F, 0.7F, 0.8F, 0.0F});
|
||||
postfx_presets.push_back({"SCANLINES",0.0F, 0.8F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F});
|
||||
postfx_presets.push_back({"SUBTLE", 0.3F, 0.4F, 0.05F, 0.0F, 0.3F, 0.0F, 0.0F});
|
||||
current_postfx_preset = 0;
|
||||
|
||||
return true;
|
||||
|
||||
@@ -120,6 +120,10 @@ struct PostFXPreset {
|
||||
float vignette{0.6F}; // Intensidad de la viñeta (0.0 = ninguna, 1.0 = máxima)
|
||||
float scanlines{0.7F}; // Intensidad de las scanlines (0.0 = desactivadas, 1.0 = máximas)
|
||||
float chroma{0.15F}; // Intensidad de la aberración cromática (0.0 = ninguna, 1.0 = máxima)
|
||||
float mask{0.0F}; // Intensidad de la máscara de fósforo RGB (0.0 = desactivada, 1.0 = máxima)
|
||||
float gamma{0.0F}; // Corrección gamma input 2.4 / output 2.2 (0.0 = off, 1.0 = plena)
|
||||
float curvature{0.0F}; // Distorsión barrel CRT (0.0 = plana, 1.0 = máxima curvatura)
|
||||
float bleeding{0.0F}; // Sangrado de color NTSC horizontal Y/C (0.0 = off, 1.0 = máximo)
|
||||
};
|
||||
|
||||
// --- Variables globales ---
|
||||
|
||||
46
tools/shaders/compile_spirv.sh
Executable file
46
tools/shaders/compile_spirv.sh
Executable file
@@ -0,0 +1,46 @@
|
||||
#!/usr/bin/env bash
|
||||
# Compile Vulkan GLSL shaders to SPIR-V and update the C++ headers used by SDL3GPUShader.
|
||||
# Required: glslc (from Vulkan SDK or: brew install glslang / apt install glslang-tools)
|
||||
#
|
||||
# Run from the project root: tools/shaders/compile_spirv.sh
|
||||
|
||||
set -e
|
||||
|
||||
SHADERS_DIR="data/shaders"
|
||||
HEADERS_DIR="source/core/rendering/sdl3gpu"
|
||||
|
||||
if ! command -v glslc &> /dev/null; then
|
||||
echo "ERROR: glslc not found. Install Vulkan SDK or run:"
|
||||
echo " macOS: brew install glslang"
|
||||
echo " Linux: sudo apt install glslang-tools"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
echo "Compiling SPIR-V shaders..."
|
||||
|
||||
glslc "${SHADERS_DIR}/postfx.vert" -o /tmp/postfx.vert.spv
|
||||
glslc "${SHADERS_DIR}/postfx.frag" -o /tmp/postfx.frag.spv
|
||||
|
||||
echo "Generating C++ headers..."
|
||||
|
||||
xxd -i /tmp/postfx.vert.spv | \
|
||||
sed 's/unsigned char __tmp_postfx_vert_spv\[\]/static const uint8_t kpostfx_vert_spv[]/' | \
|
||||
sed 's/unsigned int __tmp_postfx_vert_spv_len/static const size_t kpostfx_vert_spv_size/' | \
|
||||
sed 's/= [0-9]*/\0/' \
|
||||
> "${HEADERS_DIR}/postfx_vert_spv.h"
|
||||
|
||||
xxd -i /tmp/postfx.frag.spv | \
|
||||
sed 's/unsigned char __tmp_postfx_frag_spv\[\]/static const uint8_t kpostfx_frag_spv[]/' | \
|
||||
sed 's/unsigned int __tmp_postfx_frag_spv_len/static const size_t kpostfx_frag_spv_size/' | \
|
||||
sed 's/= [0-9]*/\0/' \
|
||||
> "${HEADERS_DIR}/postfx_frag_spv.h"
|
||||
|
||||
# Prepend required includes to the headers
|
||||
for f in "${HEADERS_DIR}/postfx_vert_spv.h" "${HEADERS_DIR}/postfx_frag_spv.h"; do
|
||||
echo -e "#pragma once\n#include <cstdint>\n#include <cstddef>\n$(cat "$f")" > "$f"
|
||||
done
|
||||
|
||||
echo "Done. Headers updated in ${HEADERS_DIR}/"
|
||||
echo " postfx_vert_spv.h"
|
||||
echo " postfx_frag_spv.h"
|
||||
echo "Rebuild the project to use the new shaders."
|
||||
Reference in New Issue
Block a user