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:
Troy James Sobotka
2020-04-28 15:06:22 -07:00
parent f82bd39f0e
commit 5dd999b406
+23 -6
View File
@@ -6,8 +6,6 @@
uniform sampler2D ove_maintex;
uniform vec2 ove_resolution;
uniform vec2 ove_viewport;
varying vec2 ove_texcoord;
uniform float threshold;
@@ -17,10 +15,21 @@ out vec4 fragColor;
void main(void) {
vec3 col = vec3(0.0);
float increment = 1.0 / 255.0;
// Set an increment default to 10 bit encodings. This would likely be
// better served as a UI control, as waveforms will change their combing
// based on how granular the increment is set. For example, it can be
// challenging to spot 8 bit combing with an increment of 1. / 2.^8 - 1.
float increment = 1.0 / (pow(2, 10) - 1.0);
float maxb = ove_texcoord.y + increment;
float minb = ove_texcoord.y - increment;
// Intensity would make sense to also expose via the UI, as a density
// slider allows you to peek past certain values or reveal very low
// values. Hard coding it for now, as there isn't a clear way to have
// the various bit depth / code values always display at a consistent
// emission output strength.
float intensity = 0.10;
int y_lim = int(ove_resolution.y);
vec3 cur_col = vec3(0.0);
@@ -31,10 +40,18 @@ void main(void) {
).rgb;
col += step(vec3(ove_texcoord.y - increment), cur_col) *
step(cur_col, vec3(ove_texcoord.y + increment));
step(cur_col, vec3(ove_texcoord.y + increment)) * intensity;
// TODO: Implement proper luma / luminance based values.
// This is simply taking the luminance weights derived from the
// OCIO configuration or the RGB to XYZ matrix and multiplying
// the above step approach by the luminance weights.
// EG:
// cur_lum = cur_col * lum_coeffs;
//
// col += step(vec3(ove_texcoord.y - increment), cur_lum) *
// step(cur_lum, vec3(ove_texcoord.y + increment));
//float l = dot(x, x);
//col += step(l, maxb*maxb)*step(minb*minb, l) / (ove_resolution.y * 0.125);
}
gl_FragColor = vec4(col, 1.0);