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6eb28ffcac
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@@ -86,22 +86,147 @@ For full host wiring examples, see:
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- `lib/renderer/` — renderer host widgets.
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- `lib/renderer/` — renderer host widgets.
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- `lib/managers/` — runtime/session/display/persistence managers.
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- `lib/managers/` — runtime/session/display/persistence managers.
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- `lib/audio/` — platform-aware audio backends.
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- `lib/audio/` — platform-aware audio backends.
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- `shaders/wolf_world.frag` — fragment shader included in package configuration.
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- `shaders/wolf_world.frag` — base fragment shader included in package configuration.
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- `shaders/wolf_world_bloom.frag` — bloom-enabled fragment shader variant.
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## Development Commands
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From this directory:
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```bash
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flutter analyze
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flutter test
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```
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## Integration Notes
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## Integration Notes
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- Keep UI/platform concerns in this package or app hosts, not in `wolf_3d_dart`.
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- Keep UI/platform concerns in this package or app hosts, not in `wolf_3d_dart`.
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- Use exported APIs from `lib/wolf_3d_flutter.dart` rather than importing private internals from `lib/src` in dependencies.
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- Use exported APIs from `lib/wolf_3d_flutter.dart` rather than importing private internals from `lib/src` in dependencies.
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- Shader path is declared in this package `pubspec.yaml` and must stay synchronized with renderer usage.
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- Shader paths are declared in this package `pubspec.yaml` and must stay synchronized with renderer usage.
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## Shader Architecture And Performance Notes
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This package ships two shader variants:
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- `shaders/wolf_world.frag` (base pass, no bloom taps)
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- `shaders/wolf_world_bloom.frag` (bloom-enabled variant)
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The renderer selects one variant in Dart based on runtime settings. This is a
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performance decision: when bloom is disabled, we do not run bloom sampling code
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at all.
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### No-Branch Shader Policy
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For package-owned shader sources, do not use `if` statements. Use branchless
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selection patterns (`mix`, `step`, `smoothstep`, mask algebra) instead.
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Static check:
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```bash
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rg "\bif\s*\(" packages/wolf_3d_flutter/shaders
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```
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Expected result: no matches in source shader files.
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### Why This Is Different From Dart
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If you are primarily a Dart developer, this is the key mindset shift:
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- Dart code runs on CPU cores with branch prediction and comparatively cheap
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control flow.
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- Fragment shaders run across many pixels in parallel on GPU SIMD/SIMT lanes.
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- If neighboring pixels take different branches, the GPU can serialize branch
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paths (divergence), reducing throughput.
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- Texture reads are usually more expensive than scalar ALU math. Removing bloom
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work entirely when disabled is often better than trying to gate it inside one
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shader.
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In short: in Dart, `if` can be good structure. In fragment shaders, branchless
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math and pass selection are often better for frame time.
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### Dart-Style Thinking vs Shader-Style Thinking
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CPU/Dart style:
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```dart
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if (effectsEnabled) {
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uv = warp(uv);
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}
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if (outsideScreen(uv)) {
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return bezelColor;
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}
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```
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Shader style used here:
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```glsl
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vec2 effectiveUv = mix(uv, warpedUv, effectsMask);
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float bezelMask = (1.0 - insideMask) * effectsMask;
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vec3 outColor = mix(screenColor, bezelColor, bezelMask);
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```
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Both produce feature-equivalent behavior, but the second keeps execution paths
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uniform across fragments.
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### Shader Block Guide (What / Why)
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1. UV normalization:
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Convert fragment coordinates to 0..1 UV so all sampling math is resolution
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agnostic.
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2. Barrel warp:
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Simulates curved CRT glass by pushing UVs outward as radius increases.
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3. Inside/outside mask:
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Computes whether warped UV remains on the emissive screen rectangle. This
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replaces branch-based bezel routing.
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4. Edge-aware AA:
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Computes local luma span from N/S/E/W neighbors and blends toward neighborhood
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average only where contrast indicates potential aliasing.
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5. CRT modulation:
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Applies scanlines, moving sweep, center lift, and vignette to mimic phosphor
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and lens behavior.
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6. Bezel shading:
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Uses overflow distance and edge bleed sampling to build depth, inner lip, and
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scene-tinted glow on bezel regions.
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7. Bloom variant only:
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Adds three-ring cross taps, brightness gating, and tone mapping. This code is
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in a separate shader so bloom-off mode avoids paying this cost.
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### Constant Tuning Reference
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- Warp factor: `0.045`
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Higher = stronger curvature.
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- AA blend ceiling: `0.45`
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Higher = softer edges, more blur risk.
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- Scanline band: `0.88 + 0.12 * sin(...)`
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Lower floor or higher amplitude increases CRT stripe intensity.
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- Sweep speed: `uTime * 0.08`
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Higher = faster sweep line travel.
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- Bloom ring radii: `3`, `7`, `13` texels
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Larger radii spread glow farther but increase halo size.
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- Bloom gain: `0.42`
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Higher = brighter bloom before tone map.
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- Tone map: `color / (color + 0.75) * 1.75`
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Controls highlight rolloff and midtone lift.
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### Glossary
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- UV: normalized texture coordinates in [0, 1].
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- Luma: perceived brightness estimate from RGB.
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- Mask: scalar 0..1 value used to blend between alternatives.
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- Vignette: edge darkening effect.
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- Tone map: compresses highlights into displayable range.
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- Tap: one texture sample read.
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- Divergence: parallel shader lanes taking different branches.
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### Profiling Expectations
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- Bloom disabled: base shader variant runs, no bloom taps.
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- Bloom enabled: bloom shader variant runs, additional texture sampling cost.
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- Effects disabled: both shaders still remain branchless; effect contribution is
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blended out by mask values.
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## Troubleshooting
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## Troubleshooting
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@@ -37,12 +37,16 @@ class WolfGlslRenderer extends BaseWolfRenderer {
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class _WolfGlslRendererState extends BaseWolfRendererState<WolfGlslRenderer> {
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class _WolfGlslRendererState extends BaseWolfRendererState<WolfGlslRenderer> {
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static const int _renderWidth = 960;
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static const int _renderWidth = 960;
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static const int _renderHeight = 600;
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static const int _renderHeight = 600;
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static const String _baseShaderAsset =
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'packages/wolf_3d_flutter/shaders/wolf_world.frag';
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static const String _bloomShaderAsset =
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'packages/wolf_3d_flutter/shaders/wolf_world_bloom.frag';
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final SoftwareRenderer _renderer = SoftwareRenderer();
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final SoftwareRenderer _renderer = SoftwareRenderer();
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ui.Image? _renderedFrame;
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ui.Image? _renderedFrame;
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ui.FragmentProgram? _shaderProgram;
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ui.FragmentShader? _baseShader;
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ui.FragmentShader? _shader;
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ui.FragmentShader? _bloomShader;
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bool _isShaderUnavailable = false;
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bool _isShaderUnavailable = false;
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@override
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@override
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@@ -99,7 +103,11 @@ class _WolfGlslRendererState extends BaseWolfRendererState<WolfGlslRenderer> {
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return const CircularProgressIndicator(color: Colors.white24);
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return const CircularProgressIndicator(color: Colors.white24);
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}
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}
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if (_isShaderUnavailable || _shader == null) {
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final ui.FragmentShader? activeShader = widget.bloomEnabled
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? _bloomShader
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: _baseShader;
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if (_isShaderUnavailable || activeShader == null) {
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// Keep frames visible even if GLSL initialization failed.
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// Keep frames visible even if GLSL initialization failed.
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return Padding(
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return Padding(
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padding: const EdgeInsets.all(16.0),
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padding: const EdgeInsets.all(16.0),
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@@ -117,9 +125,8 @@ class _WolfGlslRendererState extends BaseWolfRendererState<WolfGlslRenderer> {
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child: CustomPaint(
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child: CustomPaint(
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painter: _GlslFramePainter(
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painter: _GlslFramePainter(
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frame: _renderedFrame!,
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frame: _renderedFrame!,
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shader: _shader!,
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shader: activeShader,
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effectsEnabled: widget.effectsEnabled,
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effectsEnabled: widget.effectsEnabled,
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bloomEnabled: widget.bloomEnabled,
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elapsedSeconds: widget.engine.timeAliveMs / 1000.0,
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elapsedSeconds: widget.engine.timeAliveMs / 1000.0,
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),
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),
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child: const SizedBox.expand(),
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child: const SizedBox.expand(),
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@@ -130,15 +137,18 @@ class _WolfGlslRendererState extends BaseWolfRendererState<WolfGlslRenderer> {
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Future<void> _loadShader() async {
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Future<void> _loadShader() async {
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try {
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try {
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final ui.FragmentProgram program = await ui.FragmentProgram.fromAsset(
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final List<ui.FragmentProgram> programs = await Future.wait(
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'packages/wolf_3d_flutter/shaders/wolf_world.frag',
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<Future<ui.FragmentProgram>>[
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ui.FragmentProgram.fromAsset(_baseShaderAsset),
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ui.FragmentProgram.fromAsset(_bloomShaderAsset),
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],
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);
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);
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if (!mounted) {
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if (!mounted) {
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return;
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return;
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}
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}
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setState(() {
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setState(() {
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_shaderProgram = program;
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_baseShader = programs[0].fragmentShader();
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_shader = _shaderProgram!.fragmentShader();
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_bloomShader = programs[1].fragmentShader();
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_isShaderUnavailable = false;
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_isShaderUnavailable = false;
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});
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});
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} catch (_) {
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} catch (_) {
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@@ -157,14 +167,12 @@ class _GlslFramePainter extends CustomPainter {
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final ui.Image frame;
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final ui.Image frame;
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final ui.FragmentShader shader;
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final ui.FragmentShader shader;
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final bool effectsEnabled;
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final bool effectsEnabled;
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final bool bloomEnabled;
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final double elapsedSeconds;
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final double elapsedSeconds;
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_GlslFramePainter({
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_GlslFramePainter({
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required this.frame,
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required this.frame,
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required this.shader,
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required this.shader,
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required this.effectsEnabled,
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required this.effectsEnabled,
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required this.bloomEnabled,
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required this.elapsedSeconds,
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required this.elapsedSeconds,
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});
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});
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@@ -179,7 +187,6 @@ class _GlslFramePainter extends CustomPainter {
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..setFloat(3, texelY)
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..setFloat(3, texelY)
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..setFloat(4, effectsEnabled ? 1.0 : 0.0)
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..setFloat(4, effectsEnabled ? 1.0 : 0.0)
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..setFloat(5, elapsedSeconds)
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..setFloat(5, elapsedSeconds)
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..setFloat(6, bloomEnabled ? 1.0 : 0.0)
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..setImageSampler(0, frame);
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..setImageSampler(0, frame);
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final Paint paint = Paint()
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final Paint paint = Paint()
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@@ -194,7 +201,6 @@ class _GlslFramePainter extends CustomPainter {
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return oldDelegate.frame != frame ||
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return oldDelegate.frame != frame ||
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oldDelegate.shader != shader ||
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oldDelegate.shader != shader ||
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oldDelegate.effectsEnabled != effectsEnabled ||
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oldDelegate.effectsEnabled != effectsEnabled ||
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oldDelegate.bloomEnabled != bloomEnabled ||
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oldDelegate.elapsedSeconds != elapsedSeconds;
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oldDelegate.elapsedSeconds != elapsedSeconds;
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}
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}
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}
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}
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@@ -28,7 +28,7 @@ dev_dependencies:
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flutter:
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flutter:
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shaders:
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shaders:
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- shaders/wolf_world.frag
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- shaders/wolf_world.frag
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- shaders/wolf_world_bloom.frag
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# To add assets to your package, add an assets section, like this:
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# To add assets to your package, add an assets section, like this:
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# assets:
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# assets:
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# - images/a_dot_burr.jpeg
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# - images/a_dot_burr.jpeg
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@@ -1,100 +1,91 @@
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#include <flutter/runtime_effect.glsl>
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#include <flutter/runtime_effect.glsl>
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// Output surface size in pixels.
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// ----------------------------------------------------------------------------
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// Base Variant (Branchless, No Bloom)
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// ----------------------------------------------------------------------------
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// This shader is the bloom-disabled base variant of the Wolf CRT post-process
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// path.
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//
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// Why keep a separate base file?
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// - Dart/CPU side can select this program when bloom is off.
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// - That avoids bloom texture taps entirely in the hot path.
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// - This is a direct performance optimization, not just stylistic separation.
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//
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// Why branchless math throughout?
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// - Fragment programs run many pixels in lockstep.
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// - Divergent control flow can reduce throughput.
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// - Mask-based selection using mix/step/smoothstep keeps execution uniform.
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//
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// For Dart developers:
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// - Think dataflow over fields of values, not object-level control logic.
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// - Most operations transform scalar/vector fields per pixel.
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// - Alternative outcomes are blended by masks instead of branching.
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// Output surface size in pixels for the current draw call.
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uniform vec2 uResolution;
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uniform vec2 uResolution;
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// One source-texel step in UV space: (1/width, 1/height).
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// One source texel step in UV space: (1/width, 1/height).
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// This keeps neighborhood kernels stable across resolutions.
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uniform vec2 uTexel;
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uniform vec2 uTexel;
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// 1.0 enables CRT post-process effects, 0.0 keeps only base AA.
|
// 1.0 enables CRT warp/scanline stack, 0.0 keeps only base AA stack.
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// Even though this is conceptually boolean, it is expressed as float so the
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// shader can blend outcomes natively with mask math.
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uniform float uEffectsEnabled;
|
uniform float uEffectsEnabled;
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// Engine time in seconds used to animate scanline travel.
|
// Engine time in seconds used to animate scanline travel.
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uniform float uTime;
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uniform float uTime;
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// 1.0 enables CRT phosphor bloom glow, 0.0 disables it.
|
|
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uniform float uBloomEnabled;
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|
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// Source frame produced by the software renderer.
|
// Source frame produced by the software renderer.
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uniform sampler2D uTexture;
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uniform sampler2D uTexture;
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|
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out vec4 fragColor;
|
out vec4 fragColor;
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|
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// Perceptual brightness approximation used for edge detection.
|
// Perceptual brightness approximation for edge detection.
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|
// This uses Rec.601-style luma weighting.
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float luma(vec3 color) {
|
float luma(vec3 color) {
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return dot(color, vec3(0.299, 0.587, 0.114));
|
return dot(color, vec3(0.299, 0.587, 0.114));
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}
|
}
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|
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// Returns 1.0 when uv is inside [0,1] on both axes, else 0.0.
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// Implemented branchlessly as a product of step() tests.
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float uvInsideMask(vec2 uv) {
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|
vec2 lower = step(vec2(0.0), uv);
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|
vec2 upper = step(uv, vec2(1.0));
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|
return lower.x * lower.y * upper.x * upper.y;
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|
}
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||||||
|
|
||||||
void main() {
|
void main() {
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// Convert fragment coordinates to normalized UV coordinates.
|
// Normalize destination pixel coordinate into UV space.
|
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vec2 uv = FlutterFragCoord().xy / uResolution;
|
vec2 uv = FlutterFragCoord().xy / uResolution;
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|
|
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if (uEffectsEnabled > 0.5) {
|
// --------------------------------------------------------------------------
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// Barrel-like warp to emulate curved CRT glass.
|
// 1) CRT warp selection (branchless)
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vec2 centered = uv * 2.0 - 1.0;
|
// --------------------------------------------------------------------------
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float radius2 = dot(centered, centered);
|
// The centered radius term drives a mild barrel distortion.
|
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centered *= 1.0 + radius2 * 0.045;
|
vec2 centered = uv * 2.0 - 1.0;
|
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uv = centered * 0.5 + 0.5;
|
float radius2 = dot(centered, centered);
|
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|
vec2 warpedUv = centered * (1.0 + radius2 * 0.045) * 0.5 + 0.5;
|
||||||
|
|
||||||
// Fill outside warped bounds with a darker consumer-TV charcoal bezel.
|
// Mix between linear and warped UV with a float mask.
|
||||||
if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
|
// In Dart, this is conceptually: useWarped ? warpedUv : uv.
|
||||||
vec2 clampedUv = clamp(uv, 0.0, 1.0);
|
vec2 effectiveUv = mix(uv, warpedUv, uEffectsEnabled);
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||||||
vec2 edgeDelta = uv - clampedUv;
|
|
||||||
float overflow = max(abs(edgeDelta.x), abs(edgeDelta.y));
|
|
||||||
|
|
||||||
// Sample near-edge scene colors and spread them onto the bezel.
|
// Clamp once to keep all downstream texture fetches in bounds.
|
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vec2 inwardDir = normalize(-edgeDelta + vec2(1e-6));
|
vec2 sampleUv = clamp(effectiveUv, 0.0, 1.0);
|
||||||
vec2 bleedStep = vec2(uTexel.x * 1.6, uTexel.y * 1.6);
|
|
||||||
vec2 bleedUv1 = clamp(clampedUv + inwardDir * bleedStep, 0.0, 1.0);
|
|
||||||
vec2 bleedUv2 = clamp(clampedUv + inwardDir * bleedStep * 2.6, 0.0, 1.0);
|
|
||||||
vec2 bleedUv3 = clamp(clampedUv + inwardDir * bleedStep * 4.2, 0.0, 1.0);
|
|
||||||
vec3 edgeBleedColor =
|
|
||||||
texture(uTexture, clampedUv).rgb * 0.52 +
|
|
||||||
texture(uTexture, bleedUv1).rgb * 0.28 +
|
|
||||||
texture(uTexture, bleedUv2).rgb * 0.14 +
|
|
||||||
texture(uTexture, bleedUv3).rgb * 0.06;
|
|
||||||
float edgeBleedLuma = luma(edgeBleedColor);
|
|
||||||
|
|
||||||
// Approximate concave bezel depth by measuring how far this fragment is
|
// 1.0 for screen interior, 0.0 outside.
|
||||||
// from the emissive screen boundary in aspect-corrected UV space.
|
float insideMask = uvInsideMask(effectiveUv);
|
||||||
vec2 aspectScale = vec2(uResolution.x / max(uResolution.y, 1.0), 1.0);
|
// Bezel contributes only where warped coordinates leave the source screen.
|
||||||
float bezelDistance = length(edgeDelta * aspectScale);
|
float bezelMask = (1.0 - insideMask) * uEffectsEnabled;
|
||||||
|
|
||||||
// Corners receive less direct bleed because the nearest lit area is
|
// --------------------------------------------------------------------------
|
||||||
// diagonally offset, so attenuate glow toward corner regions.
|
// 2) Lightweight edge-aware AA
|
||||||
vec2 clampedCentered = clampedUv * 2.0 - 1.0;
|
// --------------------------------------------------------------------------
|
||||||
float cornerFactor = smoothstep(0.60, 1.15, length(clampedCentered));
|
// Sample center + cardinal neighbors.
|
||||||
|
vec4 centerSample = texture(uTexture, sampleUv);
|
||||||
|
vec3 sampleN = texture(uTexture, clamp(sampleUv + vec2(0.0, -uTexel.y), 0.0, 1.0)).rgb;
|
||||||
|
vec3 sampleS = texture(uTexture, clamp(sampleUv + vec2(0.0, uTexel.y), 0.0, 1.0)).rgb;
|
||||||
|
vec3 sampleE = texture(uTexture, clamp(sampleUv + vec2(uTexel.x, 0.0), 0.0, 1.0)).rgb;
|
||||||
|
vec3 sampleW = texture(uTexture, clamp(sampleUv + vec2(-uTexel.x, 0.0), 0.0, 1.0)).rgb;
|
||||||
|
|
||||||
float verticalShade = 0.88 + 0.07 * (1.0 - (FlutterFragCoord().y / uResolution.y));
|
// Luma span estimates local contrast; high span implies stronger edge.
|
||||||
float depthShade = 1.0 - smoothstep(0.0, 0.058, overflow) * 0.34;
|
|
||||||
float grain = sin(FlutterFragCoord().x * 0.21 + FlutterFragCoord().y * 0.11) * 0.006;
|
|
||||||
float moldedHighlight = smoothstep(0.072, 0.0, overflow) * 0.028;
|
|
||||||
|
|
||||||
// Deeper arcade-style profile: tighter, scene-tinted bleed rolloff.
|
|
||||||
float bezelGlow = exp(-bezelDistance * 82.0) * mix(1.0, 0.56, cornerFactor);
|
|
||||||
float innerLip = exp(-bezelDistance * 170.0) * 0.10;
|
|
||||||
float bleedStrength = smoothstep(0.12, 0.0, overflow) * (0.78 - cornerFactor * 0.26);
|
|
||||||
float bloomBezelBoost = 1.0 +
|
|
||||||
uBloomEnabled * smoothstep(0.16, 0.82, edgeBleedLuma) * 0.75;
|
|
||||||
float bloomLipBoost = 1.0 +
|
|
||||||
uBloomEnabled * smoothstep(0.10, 0.68, edgeBleedLuma) * 0.45;
|
|
||||||
|
|
||||||
vec3 bezelColor =
|
|
||||||
vec3(0.225, 0.225, 0.215) * verticalShade * depthShade +
|
|
||||||
edgeBleedColor * bezelGlow * bleedStrength * 1.12 * bloomBezelBoost +
|
|
||||||
edgeBleedColor * innerLip * 0.36 * bloomLipBoost +
|
|
||||||
vec3(moldedHighlight) +
|
|
||||||
vec3(grain);
|
|
||||||
fragColor = vec4(bezelColor, 1.0);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Read the base color from the source frame.
|
|
||||||
vec4 centerSample = texture(uTexture, uv);
|
|
||||||
|
|
||||||
// Sample 4-neighborhood (N/S/E/W) around the current pixel.
|
|
||||||
vec3 sampleN = texture(uTexture, uv + vec2(0.0, -uTexel.y)).rgb;
|
|
||||||
vec3 sampleS = texture(uTexture, uv + vec2(0.0, uTexel.y)).rgb;
|
|
||||||
vec3 sampleE = texture(uTexture, uv + vec2(uTexel.x, 0.0)).rgb;
|
|
||||||
vec3 sampleW = texture(uTexture, uv + vec2(-uTexel.x, 0.0)).rgb;
|
|
||||||
|
|
||||||
// Compute local luma range; wider range means a stronger edge.
|
|
||||||
float lumaCenter = luma(centerSample.rgb);
|
float lumaCenter = luma(centerSample.rgb);
|
||||||
float lumaMin = min(
|
float lumaMin = min(
|
||||||
lumaCenter,
|
lumaCenter,
|
||||||
@@ -104,72 +95,78 @@ void main() {
|
|||||||
lumaCenter,
|
lumaCenter,
|
||||||
max(max(luma(sampleN), luma(sampleS)), max(luma(sampleE), luma(sampleW)))
|
max(max(luma(sampleN), luma(sampleS)), max(luma(sampleE), luma(sampleW)))
|
||||||
);
|
);
|
||||||
|
float edgeAmount = smoothstep(0.03, 0.18, max(lumaMax - lumaMin, 0.0001));
|
||||||
float edgeSpan = max(lumaMax - lumaMin, 0.0001);
|
|
||||||
// Convert raw edge strength into a smooth 0..1 blending amount.
|
|
||||||
float edgeAmount = smoothstep(0.03, 0.18, edgeSpan);
|
|
||||||
|
|
||||||
// Average neighbors and blend toward that average only near edges.
|
|
||||||
// This acts like a lightweight edge-aware anti-aliasing pass.
|
|
||||||
vec3 neighborhoodAvg = (sampleN + sampleS + sampleE + sampleW) * 0.25;
|
vec3 neighborhoodAvg = (sampleN + sampleS + sampleE + sampleW) * 0.25;
|
||||||
|
|
||||||
|
// Blend toward neighborhood average near likely edges.
|
||||||
vec3 aaColor = mix(centerSample.rgb, neighborhoodAvg, edgeAmount * 0.45);
|
vec3 aaColor = mix(centerSample.rgb, neighborhoodAvg, edgeAmount * 0.45);
|
||||||
|
|
||||||
// Preserve source alpha and output the anti-aliased color.
|
// --------------------------------------------------------------------------
|
||||||
vec3 outColor = aaColor;
|
// 3) CRT scanline/sweep/vignette stack
|
||||||
|
// --------------------------------------------------------------------------
|
||||||
|
float scanlineBand = 0.88 + 0.12 * sin(sampleUv.y * uResolution.y * 3.14159265);
|
||||||
|
float sweepPos = fract(uTime * 0.08);
|
||||||
|
float sweepBand = 1.0 + 0.16 * exp(-pow((sampleUv.y - sweepPos) * 120.0, 2.0));
|
||||||
|
vec2 centeredUv = sampleUv * 2.0 - 1.0;
|
||||||
|
float vignette = smoothstep(1.15, 0.25, length(centeredUv));
|
||||||
|
float centerLift = 1.0 + 0.08 * (1.0 - length(centeredUv));
|
||||||
|
|
||||||
if (uEffectsEnabled > 0.5) {
|
vec3 crtColor = aaColor;
|
||||||
// Horizontal scanline modulation.
|
crtColor *= scanlineBand * sweepBand * centerLift;
|
||||||
float scanlineBand = 0.88 + 0.12 * sin(uv.y * uResolution.y * 3.14159265);
|
crtColor *= mix(0.62, 1.0, vignette);
|
||||||
|
|
||||||
// Slow bright line crawling down the screen.
|
// Effects mask decides whether CRT modulation is applied.
|
||||||
float sweepPos = fract(uTime * 0.08);
|
vec3 screenColor = mix(aaColor, crtColor, uEffectsEnabled);
|
||||||
float sweepBand = 1.0 + 0.16 * exp(-pow((uv.y - sweepPos) * 120.0, 2.0));
|
|
||||||
|
|
||||||
// Slight center brightening and edge falloff (CRT phosphor + lens feel).
|
// --------------------------------------------------------------------------
|
||||||
vec2 centeredUv = uv * 2.0 - 1.0;
|
// 4) Bezel shading path (branchless selection)
|
||||||
float vignette = smoothstep(1.15, 0.25, length(centeredUv));
|
// --------------------------------------------------------------------------
|
||||||
float centerLift = 1.0 + 0.08 * (1.0 - length(centeredUv));
|
// This base variant intentionally does not include bloom calculations.
|
||||||
|
|
||||||
outColor *= scanlineBand * sweepBand * centerLift;
|
// edgeDelta is non-zero when warp pushes UV outside source bounds.
|
||||||
outColor *= mix(0.62, 1.0, vignette);
|
vec2 edgeDelta = effectiveUv - sampleUv;
|
||||||
}
|
float overflow = max(abs(edgeDelta.x), abs(edgeDelta.y));
|
||||||
|
|
||||||
if (uBloomEnabled > 0.5) {
|
// Sample inward from clamped border to pull scene tint into bezel.
|
||||||
// CRT phosphor bloom: bright areas spread a soft luminance glow.
|
vec2 inwardDir = normalize(-edgeDelta + vec2(1e-6));
|
||||||
// Sample a three-ring cross pattern directly from the source texture so
|
vec2 bleedStep = vec2(uTexel.x * 1.6, uTexel.y * 1.6);
|
||||||
// the spread is measured in source-texel space and stays resolution-stable.
|
vec2 bleedUv1 = clamp(sampleUv + inwardDir * bleedStep, 0.0, 1.0);
|
||||||
vec2 s1 = uTexel * 3.0;
|
vec2 bleedUv2 = clamp(sampleUv + inwardDir * bleedStep * 2.6, 0.0, 1.0);
|
||||||
vec2 s2 = uTexel * 7.0;
|
vec2 bleedUv3 = clamp(sampleUv + inwardDir * bleedStep * 4.2, 0.0, 1.0);
|
||||||
vec2 s3 = uTexel * 13.0;
|
vec3 edgeBleedColor =
|
||||||
|
texture(uTexture, sampleUv).rgb * 0.52 +
|
||||||
|
texture(uTexture, bleedUv1).rgb * 0.28 +
|
||||||
|
texture(uTexture, bleedUv2).rgb * 0.14 +
|
||||||
|
texture(uTexture, bleedUv3).rgb * 0.06;
|
||||||
|
|
||||||
vec3 glow = vec3(0.0);
|
// Aspect-corrected radial metrics for bezel falloff shaping.
|
||||||
// Inner ring — weight 1.0 each
|
vec2 aspectScale = vec2(uResolution.x / max(uResolution.y, 1.0), 1.0);
|
||||||
glow += texture(uTexture, uv + vec2( s1.x, 0.0)).rgb;
|
float bezelDistance = length(edgeDelta * aspectScale);
|
||||||
glow += texture(uTexture, uv + vec2(-s1.x, 0.0)).rgb;
|
vec2 clampedCentered = sampleUv * 2.0 - 1.0;
|
||||||
glow += texture(uTexture, uv + vec2( 0.0, s1.y)).rgb;
|
float cornerFactor = smoothstep(0.60, 1.15, length(clampedCentered));
|
||||||
glow += texture(uTexture, uv + vec2( 0.0, -s1.y)).rgb;
|
|
||||||
// Mid ring — weight 0.5 each
|
|
||||||
glow += texture(uTexture, uv + vec2( s2.x, 0.0)).rgb * 0.5;
|
|
||||||
glow += texture(uTexture, uv + vec2(-s2.x, 0.0)).rgb * 0.5;
|
|
||||||
glow += texture(uTexture, uv + vec2( 0.0, s2.y)).rgb * 0.5;
|
|
||||||
glow += texture(uTexture, uv + vec2( 0.0, -s2.y)).rgb * 0.5;
|
|
||||||
// Outer ring — weight 0.25 each
|
|
||||||
glow += texture(uTexture, uv + vec2( s3.x, 0.0)).rgb * 0.25;
|
|
||||||
glow += texture(uTexture, uv + vec2(-s3.x, 0.0)).rgb * 0.25;
|
|
||||||
glow += texture(uTexture, uv + vec2( 0.0, s3.y)).rgb * 0.25;
|
|
||||||
glow += texture(uTexture, uv + vec2( 0.0, -s3.y)).rgb * 0.25;
|
|
||||||
// Normalize: 4*1.0 + 4*0.5 + 4*0.25 = 7.0
|
|
||||||
glow /= 7.0;
|
|
||||||
|
|
||||||
// Only bright pixels contribute — gate the bloom contribution on luma.
|
// Shading layers:
|
||||||
float glowLuma = luma(glow);
|
// - verticalShade: slight top/bottom tonal variance
|
||||||
float bloomStrength = smoothstep(0.18, 0.82, glowLuma);
|
// - depthShade: darkens with overflow depth
|
||||||
|
// - grain: subtle analog texture
|
||||||
|
// - moldedHighlight: narrow inner edge highlight
|
||||||
|
float verticalShade = 0.88 + 0.07 * (1.0 - (FlutterFragCoord().y / uResolution.y));
|
||||||
|
float depthShade = 1.0 - smoothstep(0.0, 0.058, overflow) * 0.34;
|
||||||
|
float grain = sin(FlutterFragCoord().x * 0.21 + FlutterFragCoord().y * 0.11) * 0.006;
|
||||||
|
float moldedHighlight = smoothstep(0.072, 0.0, overflow) * 0.028;
|
||||||
|
float bezelGlow = exp(-bezelDistance * 82.0) * mix(1.0, 0.56, cornerFactor);
|
||||||
|
float innerLip = exp(-bezelDistance * 170.0) * 0.10;
|
||||||
|
float bleedStrength = smoothstep(0.12, 0.0, overflow) * (0.78 - cornerFactor * 0.26);
|
||||||
|
|
||||||
// Add bloom additively then apply a gentle Reinhard-style tone-map to
|
vec3 bezelColor =
|
||||||
// prevent over-saturation while keeping dark areas clean.
|
vec3(0.225, 0.225, 0.215) * verticalShade * depthShade +
|
||||||
outColor = outColor + glow * bloomStrength * 0.42;
|
edgeBleedColor * bezelGlow * bleedStrength * 1.12 +
|
||||||
outColor = outColor / (outColor + vec3(0.75)) * 1.75;
|
edgeBleedColor * innerLip * 0.36 +
|
||||||
}
|
vec3(moldedHighlight) +
|
||||||
|
vec3(grain);
|
||||||
|
|
||||||
fragColor = vec4(outColor, centerSample.a);
|
// Final branchless selection between emissive screen and bezel.
|
||||||
|
vec3 outColor = mix(screenColor, bezelColor, bezelMask);
|
||||||
|
float outAlpha = mix(centerSample.a, 1.0, bezelMask);
|
||||||
|
fragColor = vec4(outColor, outAlpha);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,212 @@
|
|||||||
|
#include <flutter/runtime_effect.glsl>
|
||||||
|
|
||||||
|
// ----------------------------------------------------------------------------
|
||||||
|
// Bloom Variant (Branchless)
|
||||||
|
// ----------------------------------------------------------------------------
|
||||||
|
// This shader is the bloom-enabled variant of the Wolf CRT post-process path.
|
||||||
|
//
|
||||||
|
// Why a separate file instead of one giant toggle-heavy shader?
|
||||||
|
// - Dart/CPU side chooses this program only when bloom is enabled.
|
||||||
|
// - When bloom is disabled, the renderer uses the base shader variant and
|
||||||
|
// avoids bloom texture taps entirely.
|
||||||
|
// - This is a deliberate performance decision: skipping work at pipeline
|
||||||
|
// selection time is usually faster than computing work and masking it out.
|
||||||
|
//
|
||||||
|
// Why so much branchless math?
|
||||||
|
// - GPU fragment execution runs many pixels in lockstep.
|
||||||
|
// - Divergent control flow reduces throughput.
|
||||||
|
// - We prefer mask-driven selection using mix/step/smoothstep.
|
||||||
|
//
|
||||||
|
// For Dart developers:
|
||||||
|
// - Think of this as vectorized numeric dataflow, not object-oriented logic.
|
||||||
|
// - Most values are scalar or vector fields over the whole screen.
|
||||||
|
// - We combine fields with interpolation/masks instead of choosing one code
|
||||||
|
// path with direct branching.
|
||||||
|
|
||||||
|
// Output surface size in pixels for the current draw call.
|
||||||
|
uniform vec2 uResolution;
|
||||||
|
// One source texel step in UV space: (1/width, 1/height).
|
||||||
|
// This keeps kernel sizes stable across resolutions.
|
||||||
|
uniform vec2 uTexel;
|
||||||
|
// 1.0 enables CRT warp/scanline stack, 0.0 keeps only base AA stack.
|
||||||
|
// Even though this is a boolean concept, it is expressed as float because
|
||||||
|
// interpolation and mask blending are native operations in GLSL.
|
||||||
|
uniform float uEffectsEnabled;
|
||||||
|
// Engine time in seconds used to animate scanline travel.
|
||||||
|
uniform float uTime;
|
||||||
|
// Source frame produced by the software renderer.
|
||||||
|
uniform sampler2D uTexture;
|
||||||
|
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
// Perceptual brightness approximation for edge and bloom gating.
|
||||||
|
// This is Rec.601-style luma weighting.
|
||||||
|
float luma(vec3 color) {
|
||||||
|
return dot(color, vec3(0.299, 0.587, 0.114));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Returns 1.0 when uv is inside [0,1] on both axes, else 0.0.
|
||||||
|
// Implemented branchlessly with step() products.
|
||||||
|
float uvInsideMask(vec2 uv) {
|
||||||
|
vec2 lower = step(vec2(0.0), uv);
|
||||||
|
vec2 upper = step(uv, vec2(1.0));
|
||||||
|
return lower.x * lower.y * upper.x * upper.y;
|
||||||
|
}
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
// Normalize destination pixel coordinate into UV space.
|
||||||
|
vec2 uv = FlutterFragCoord().xy / uResolution;
|
||||||
|
|
||||||
|
// --------------------------------------------------------------------------
|
||||||
|
// 1) CRT warp selection (branchless)
|
||||||
|
// --------------------------------------------------------------------------
|
||||||
|
// The centered radius term drives a mild barrel distortion.
|
||||||
|
vec2 centered = uv * 2.0 - 1.0;
|
||||||
|
float radius2 = dot(centered, centered);
|
||||||
|
vec2 warpedUv = centered * (1.0 + radius2 * 0.045) * 0.5 + 0.5;
|
||||||
|
|
||||||
|
// Mix between linear and warped UV with a float mask.
|
||||||
|
// In Dart, this is conceptually: useWarped ? warpedUv : uv.
|
||||||
|
vec2 effectiveUv = mix(uv, warpedUv, uEffectsEnabled);
|
||||||
|
|
||||||
|
// Clamp once to keep all downstream texture fetches in bounds.
|
||||||
|
vec2 sampleUv = clamp(effectiveUv, 0.0, 1.0);
|
||||||
|
|
||||||
|
// 1.0 for screen interior, 0.0 outside.
|
||||||
|
float insideMask = uvInsideMask(effectiveUv);
|
||||||
|
// Bezel contributes only where warped coordinates leave the source screen.
|
||||||
|
float bezelMask = (1.0 - insideMask) * uEffectsEnabled;
|
||||||
|
|
||||||
|
// --------------------------------------------------------------------------
|
||||||
|
// 2) Lightweight edge-aware AA
|
||||||
|
// --------------------------------------------------------------------------
|
||||||
|
// Sample center + cardinal neighbors.
|
||||||
|
vec4 centerSample = texture(uTexture, sampleUv);
|
||||||
|
vec3 sampleN = texture(uTexture, clamp(sampleUv + vec2(0.0, -uTexel.y), 0.0, 1.0)).rgb;
|
||||||
|
vec3 sampleS = texture(uTexture, clamp(sampleUv + vec2(0.0, uTexel.y), 0.0, 1.0)).rgb;
|
||||||
|
vec3 sampleE = texture(uTexture, clamp(sampleUv + vec2(uTexel.x, 0.0), 0.0, 1.0)).rgb;
|
||||||
|
vec3 sampleW = texture(uTexture, clamp(sampleUv + vec2(-uTexel.x, 0.0), 0.0, 1.0)).rgb;
|
||||||
|
|
||||||
|
// Luma span estimates local contrast; high span implies stronger edge.
|
||||||
|
float lumaCenter = luma(centerSample.rgb);
|
||||||
|
float lumaMin = min(
|
||||||
|
lumaCenter,
|
||||||
|
min(min(luma(sampleN), luma(sampleS)), min(luma(sampleE), luma(sampleW)))
|
||||||
|
);
|
||||||
|
float lumaMax = max(
|
||||||
|
lumaCenter,
|
||||||
|
max(max(luma(sampleN), luma(sampleS)), max(luma(sampleE), luma(sampleW)))
|
||||||
|
);
|
||||||
|
float edgeAmount = smoothstep(0.03, 0.18, max(lumaMax - lumaMin, 0.0001));
|
||||||
|
vec3 neighborhoodAvg = (sampleN + sampleS + sampleE + sampleW) * 0.25;
|
||||||
|
|
||||||
|
// Blend toward neighborhood average near likely edges.
|
||||||
|
vec3 aaColor = mix(centerSample.rgb, neighborhoodAvg, edgeAmount * 0.45);
|
||||||
|
|
||||||
|
// --------------------------------------------------------------------------
|
||||||
|
// 3) CRT scanline/sweep/vignette stack
|
||||||
|
// --------------------------------------------------------------------------
|
||||||
|
float scanlineBand = 0.88 + 0.12 * sin(sampleUv.y * uResolution.y * 3.14159265);
|
||||||
|
float sweepPos = fract(uTime * 0.08);
|
||||||
|
float sweepBand = 1.0 + 0.16 * exp(-pow((sampleUv.y - sweepPos) * 120.0, 2.0));
|
||||||
|
vec2 centeredUv = sampleUv * 2.0 - 1.0;
|
||||||
|
float vignette = smoothstep(1.15, 0.25, length(centeredUv));
|
||||||
|
float centerLift = 1.0 + 0.08 * (1.0 - length(centeredUv));
|
||||||
|
|
||||||
|
vec3 crtColor = aaColor;
|
||||||
|
crtColor *= scanlineBand * sweepBand * centerLift;
|
||||||
|
crtColor *= mix(0.62, 1.0, vignette);
|
||||||
|
|
||||||
|
// Effects mask decides whether CRT modulation is applied.
|
||||||
|
vec3 screenColor = mix(aaColor, crtColor, uEffectsEnabled);
|
||||||
|
|
||||||
|
// --------------------------------------------------------------------------
|
||||||
|
// 4) Bloom (enabled by selecting this shader variant)
|
||||||
|
// --------------------------------------------------------------------------
|
||||||
|
// Three cross-shaped rings measured in source texels.
|
||||||
|
vec2 s1 = uTexel * 3.0;
|
||||||
|
vec2 s2 = uTexel * 7.0;
|
||||||
|
vec2 s3 = uTexel * 13.0;
|
||||||
|
|
||||||
|
// Accumulate weighted glow taps.
|
||||||
|
vec3 glow = vec3(0.0);
|
||||||
|
glow += texture(uTexture, clamp(sampleUv + vec2( s1.x, 0.0), 0.0, 1.0)).rgb;
|
||||||
|
glow += texture(uTexture, clamp(sampleUv + vec2(-s1.x, 0.0), 0.0, 1.0)).rgb;
|
||||||
|
glow += texture(uTexture, clamp(sampleUv + vec2( 0.0, s1.y), 0.0, 1.0)).rgb;
|
||||||
|
glow += texture(uTexture, clamp(sampleUv + vec2( 0.0, -s1.y), 0.0, 1.0)).rgb;
|
||||||
|
glow += texture(uTexture, clamp(sampleUv + vec2( s2.x, 0.0), 0.0, 1.0)).rgb * 0.5;
|
||||||
|
glow += texture(uTexture, clamp(sampleUv + vec2(-s2.x, 0.0), 0.0, 1.0)).rgb * 0.5;
|
||||||
|
glow += texture(uTexture, clamp(sampleUv + vec2( 0.0, s2.y), 0.0, 1.0)).rgb * 0.5;
|
||||||
|
glow += texture(uTexture, clamp(sampleUv + vec2( 0.0, -s2.y), 0.0, 1.0)).rgb * 0.5;
|
||||||
|
glow += texture(uTexture, clamp(sampleUv + vec2( s3.x, 0.0), 0.0, 1.0)).rgb * 0.25;
|
||||||
|
glow += texture(uTexture, clamp(sampleUv + vec2(-s3.x, 0.0), 0.0, 1.0)).rgb * 0.25;
|
||||||
|
glow += texture(uTexture, clamp(sampleUv + vec2( 0.0, s3.y), 0.0, 1.0)).rgb * 0.25;
|
||||||
|
glow += texture(uTexture, clamp(sampleUv + vec2( 0.0, -s3.y), 0.0, 1.0)).rgb * 0.25;
|
||||||
|
|
||||||
|
// Normalize sum (4*1.0 + 4*0.5 + 4*0.25 = 7.0).
|
||||||
|
glow /= 7.0;
|
||||||
|
|
||||||
|
// Gate bloom with luma to keep dark areas cleaner.
|
||||||
|
float bloomStrength = smoothstep(0.18, 0.82, luma(glow));
|
||||||
|
screenColor = screenColor + glow * bloomStrength * 0.42;
|
||||||
|
|
||||||
|
// Gentle tone map to roll off highlights.
|
||||||
|
screenColor = screenColor / (screenColor + vec3(0.75)) * 1.75;
|
||||||
|
|
||||||
|
// --------------------------------------------------------------------------
|
||||||
|
// 5) Bezel shading path (branchless selection)
|
||||||
|
// --------------------------------------------------------------------------
|
||||||
|
// edgeDelta is non-zero when warp pushes UV outside source bounds.
|
||||||
|
vec2 edgeDelta = effectiveUv - sampleUv;
|
||||||
|
float overflow = max(abs(edgeDelta.x), abs(edgeDelta.y));
|
||||||
|
|
||||||
|
// Sample inward from clamped border to pull scene tint into bezel.
|
||||||
|
vec2 inwardDir = normalize(-edgeDelta + vec2(1e-6));
|
||||||
|
vec2 bleedStep = vec2(uTexel.x * 1.6, uTexel.y * 1.6);
|
||||||
|
vec2 bleedUv1 = clamp(sampleUv + inwardDir * bleedStep, 0.0, 1.0);
|
||||||
|
vec2 bleedUv2 = clamp(sampleUv + inwardDir * bleedStep * 2.6, 0.0, 1.0);
|
||||||
|
vec2 bleedUv3 = clamp(sampleUv + inwardDir * bleedStep * 4.2, 0.0, 1.0);
|
||||||
|
vec3 edgeBleedColor =
|
||||||
|
texture(uTexture, sampleUv).rgb * 0.52 +
|
||||||
|
texture(uTexture, bleedUv1).rgb * 0.28 +
|
||||||
|
texture(uTexture, bleedUv2).rgb * 0.14 +
|
||||||
|
texture(uTexture, bleedUv3).rgb * 0.06;
|
||||||
|
|
||||||
|
// Bezel luma drives bloom-biased boosts near bright edges.
|
||||||
|
float edgeBleedLuma = luma(edgeBleedColor);
|
||||||
|
|
||||||
|
// Aspect-corrected radial metrics for bezel falloff shaping.
|
||||||
|
vec2 aspectScale = vec2(uResolution.x / max(uResolution.y, 1.0), 1.0);
|
||||||
|
float bezelDistance = length(edgeDelta * aspectScale);
|
||||||
|
vec2 clampedCentered = sampleUv * 2.0 - 1.0;
|
||||||
|
float cornerFactor = smoothstep(0.60, 1.15, length(clampedCentered));
|
||||||
|
|
||||||
|
// Shading layers:
|
||||||
|
// - verticalShade: slight top/bottom tonal variance
|
||||||
|
// - depthShade: darkens with overflow depth
|
||||||
|
// - grain: subtle analog texture
|
||||||
|
// - moldedHighlight: narrow inner edge highlight
|
||||||
|
float verticalShade = 0.88 + 0.07 * (1.0 - (FlutterFragCoord().y / uResolution.y));
|
||||||
|
float depthShade = 1.0 - smoothstep(0.0, 0.058, overflow) * 0.34;
|
||||||
|
float grain = sin(FlutterFragCoord().x * 0.21 + FlutterFragCoord().y * 0.11) * 0.006;
|
||||||
|
float moldedHighlight = smoothstep(0.072, 0.0, overflow) * 0.028;
|
||||||
|
float bezelGlow = exp(-bezelDistance * 82.0) * mix(1.0, 0.56, cornerFactor);
|
||||||
|
float innerLip = exp(-bezelDistance * 170.0) * 0.10;
|
||||||
|
float bleedStrength = smoothstep(0.12, 0.0, overflow) * (0.78 - cornerFactor * 0.26);
|
||||||
|
|
||||||
|
// Bloom variant intentionally boosts bezel bleed near bright scene edges.
|
||||||
|
float bloomBezelBoost = 1.0 + smoothstep(0.16, 0.82, edgeBleedLuma) * 0.75;
|
||||||
|
float bloomLipBoost = 1.0 + smoothstep(0.10, 0.68, edgeBleedLuma) * 0.45;
|
||||||
|
|
||||||
|
vec3 bezelColor =
|
||||||
|
vec3(0.225, 0.225, 0.215) * verticalShade * depthShade +
|
||||||
|
edgeBleedColor * bezelGlow * bleedStrength * 1.12 * bloomBezelBoost +
|
||||||
|
edgeBleedColor * innerLip * 0.36 * bloomLipBoost +
|
||||||
|
vec3(moldedHighlight) +
|
||||||
|
vec3(grain);
|
||||||
|
|
||||||
|
// Final branchless selection between emissive screen and bezel.
|
||||||
|
vec3 outColor = mix(screenColor, bezelColor, bezelMask);
|
||||||
|
float outAlpha = mix(centerSample.a, 1.0, bezelMask);
|
||||||
|
fragColor = vec4(outColor, outAlpha);
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user