First working pass of Waveform
Remove the sum, add some commments, and
make it scale to the full window.
TODO:
* Hook up CM.
* Add UI for intensity
* Add lines at 20% increments, plus under /
overshoot?
* Add UI for increments.
This commit is contained in:
@@ -6,8 +6,6 @@
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uniform sampler2D ove_maintex;
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uniform vec2 ove_resolution;
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uniform vec2 ove_viewport;
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varying vec2 ove_texcoord;
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uniform float threshold;
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@@ -17,10 +15,21 @@ out vec4 fragColor;
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void main(void) {
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vec3 col = vec3(0.0);
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float increment = 1.0 / 255.0;
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// Set an increment default to 10 bit encodings. This would likely be
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// better served as a UI control, as waveforms will change their combing
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// based on how granular the increment is set. For example, it can be
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// challenging to spot 8 bit combing with an increment of 1. / 2.^8 - 1.
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float increment = 1.0 / (pow(2, 10) - 1.0);
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float maxb = ove_texcoord.y + increment;
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float minb = ove_texcoord.y - increment;
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// Intensity would make sense to also expose via the UI, as a density
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// slider allows you to peek past certain values or reveal very low
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// values. Hard coding it for now, as there isn't a clear way to have
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// the various bit depth / code values always display at a consistent
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// emission output strength.
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float intensity = 0.10;
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int y_lim = int(ove_resolution.y);
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vec3 cur_col = vec3(0.0);
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@@ -31,10 +40,18 @@ void main(void) {
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).rgb;
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col += step(vec3(ove_texcoord.y - increment), cur_col) *
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step(cur_col, vec3(ove_texcoord.y + increment));
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step(cur_col, vec3(ove_texcoord.y + increment)) * intensity;
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// TODO: Implement proper luma / luminance based values.
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// This is simply taking the luminance weights derived from the
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// OCIO configuration or the RGB to XYZ matrix and multiplying
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// the above step approach by the luminance weights.
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// EG:
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// cur_lum = cur_col * lum_coeffs;
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//
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// col += step(vec3(ove_texcoord.y - increment), cur_lum) *
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// step(cur_lum, vec3(ove_texcoord.y + increment));
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//float l = dot(x, x);
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//col += step(l, maxb*maxb)*step(minb*minb, l) / (ove_resolution.y * 0.125);
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}
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gl_FragColor = vec4(col, 1.0);
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