#version 150 uniform sampler2D ove_maintex; uniform vec2 ove_resolution; uniform vec2 ove_viewport; uniform vec3 luma_coeffs; uniform float waveform_scale; in vec2 ove_texcoord; out vec4 fragColor; void main(void) { float waveform_height = ceil(waveform_scale * ove_viewport.y); float quantisation = 1.0 / (waveform_height - 1.0); float intensity = 0.10; vec4 col = vec4(0.0); vec4 cur_col = vec4(0.0); float ratio = 0.0; for (int i = 0; i < waveform_height; i++) { ratio = float(i) / float(waveform_height - 1.0); cur_col.rgb = texture( ove_maintex, vec2(ove_texcoord.x, ratio) ).rgb; cur_col.w = dot(cur_col.rgb, luma_coeffs); col += ( step(vec4(ove_texcoord.y - quantisation), cur_col) * step(cur_col, vec4(ove_texcoord.y + quantisation)) * intensity) + (step(1.0 - quantisation, ove_texcoord.y) * step(vec4(1.0 - quantisation), cur_col) * intensity); } col.rgb += vec3(col.w); fragColor = vec4(col.rgb, 1.0); }