#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; float pixel_scale; // physical pixels per logical pixel (vh / tex_height_) float time; // seconds since SDL init float oversample; // supersampling factor (1.0 = off, 3.0 = 3×SS) float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz — 48 bytes total (3 × 16) } 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. // step = 1 pixel lógico de juego en UV (corrige SS: textureSize.x = game_w * oversample). vec3 colour; if (u.bleeding > 0.0) { float tw = float(textureSize(scene, 0).x); float step = u.oversample / tw; // 1 pixel lógico en UV vec3 ycc = rgb_to_ycc(base); vec3 ycc_l2 = rgb_to_ycc(texture(scene, uv - vec2(2.0*step, 0.0)).rgb); vec3 ycc_l1 = rgb_to_ycc(texture(scene, uv - vec2(1.0*step, 0.0)).rgb); vec3 ycc_r1 = rgb_to_ycc(texture(scene, uv + vec2(1.0*step, 0.0)).rgb); vec3 ycc_r2 = rgb_to_ycc(texture(scene, uv + vec2(2.0*step, 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 (drift animado con time para efecto NTSC real) float ca = u.chroma_strength * 0.005 * (1.0 + 0.15 * sin(u.time * 7.3)); 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 — 1 pixel físico oscuro por fila lógica. // Usa uv.y (independiente del offset de letterbox) con pixel_scale para // calcular la posición dentro de la fila en coordenadas físicas. // 3x: 1 dark + 2 bright. 4x: 1 dark + 3 bright. // bright=3.5×, dark floor=0.42 (mantiene aspecto CRT original). if (u.scanline_strength > 0.0) { float ps = max(1.0, round(u.pixel_scale)); float frac_in_row = fract(uv.y * u.screen_height); float row_pos = floor(frac_in_row * ps); float is_dark = step(ps - 1.0, row_pos); float scan = mix(3.5, 0.42, is_dark); 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 — después de scanlines (orden original): // filas brillantes saturadas → máscara invisible, filas oscuras → RGB visible. 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); } // Parpadeo de fósforo CRT (~50 Hz) if (u.flicker > 0.0) { float flicker_wave = sin(u.time * 100.0) * 0.5 + 0.5; colour *= 1.0 - u.flicker * 0.04 * flicker_wave; } out_color = vec4(colour, 1.0); }