afegit flicker a postfx
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@@ -23,9 +23,9 @@ layout(set = 3, binding = 0) uniform PostFXUniforms {
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float curvature;
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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 time; // seconds since SDL init
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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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float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz — 48 bytes total (3 × 16)
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} u;
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// YCbCr helpers for NTSC bleeding
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@@ -85,8 +85,8 @@ void main() {
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colour = base;
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}
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// Aberración cromática
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float ca = u.chroma_strength * 0.005;
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// Aberración cromática (drift animado con time para efecto NTSC real)
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float ca = u.chroma_strength * 0.005 * (1.0 + 0.15 * sin(u.time * 7.3));
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colour.r = texture(scene, uv + vec2(ca, 0.0)).r;
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colour.b = texture(scene, uv - vec2(ca, 0.0)).b;
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@@ -134,5 +134,11 @@ void main() {
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colour = mix(colour, colour * mask, u.mask_strength);
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}
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// Parpadeo de fósforo CRT (~50 Hz)
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if (u.flicker > 0.0) {
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float flicker_wave = sin(u.time * 100.0) * 0.5 + 0.5;
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colour *= 1.0 - u.flicker * 0.04 * flicker_wave;
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}
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out_color = vec4(colour, 1.0);
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}
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