imlementant supersampling
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@@ -24,8 +24,8 @@ layout(set = 3, binding = 0) uniform PostFXUniforms {
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float bleeding;
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float pixel_scale; // physical pixels per logical pixel (vh / tex_height_)
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float time; // seconds since SDL init (for future animated effects)
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float pad0; // padding — 48 bytes total (3 × 16)
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float pad1;
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float oversample; // supersampling factor (1.0 = off, 3.0 = 3×SS)
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float pad1; // padding — 48 bytes total (3 × 16)
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} u;
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// YCbCr helpers for NTSC bleeding
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@@ -68,15 +68,17 @@ void main() {
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// Muestra base
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vec3 base = texture(scene, uv).rgb;
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// Sangrado NTSC — difuminado horizontal de crominancia
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// Sangrado NTSC — difuminado horizontal de crominancia.
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// step = 1 pixel lógico de juego en UV (corrige SS: textureSize.x = game_w * oversample).
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vec3 colour;
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if (u.bleeding > 0.0) {
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float tw = float(textureSize(scene, 0).x);
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float tw = float(textureSize(scene, 0).x);
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float step = u.oversample / tw; // 1 pixel lógico en UV
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vec3 ycc = rgb_to_ycc(base);
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vec3 ycc_l2 = rgb_to_ycc(texture(scene, uv - vec2(2.0/tw, 0.0)).rgb);
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vec3 ycc_l1 = rgb_to_ycc(texture(scene, uv - vec2(1.0/tw, 0.0)).rgb);
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vec3 ycc_r1 = rgb_to_ycc(texture(scene, uv + vec2(1.0/tw, 0.0)).rgb);
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vec3 ycc_r2 = rgb_to_ycc(texture(scene, uv + vec2(2.0/tw, 0.0)).rgb);
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vec3 ycc_l2 = rgb_to_ycc(texture(scene, uv - vec2(2.0*step, 0.0)).rgb);
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vec3 ycc_l1 = rgb_to_ycc(texture(scene, uv - vec2(1.0*step, 0.0)).rgb);
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vec3 ycc_r1 = rgb_to_ycc(texture(scene, uv + vec2(1.0*step, 0.0)).rgb);
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vec3 ycc_r2 = rgb_to_ycc(texture(scene, uv + vec2(2.0*step, 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), u.bleeding);
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} else {
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