uniform sampler2D ove_maintex; uniform vec2 viewport; uniform vec3 luma_coeffs; uniform float waveform_scale; uniform float parade_mode; in vec2 ove_texcoord; out vec4 frag_color; void main(void) { float waveform_height = ceil(waveform_scale * 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; if (parade_mode > 0.5) { // RGB parade: three zones side by side, one channel per zone float zone = floor(ove_texcoord.x * 3.0); float zone_x = fract(ove_texcoord.x * 3.0); vec3 zone_color = zone < 0.5 ? vec3(1.0, 0.0, 0.0) : (zone < 1.5 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, 0.0, 1.0)); for (int i = 0; float(i) < waveform_height; i++) { ratio = float(i) / float(waveform_height - 1.0); vec3 sample_rgb = texture( ove_maintex, vec2(zone_x, ratio) ).rgb; float channel = zone < 0.5 ? sample_rgb.r : (zone < 1.5 ? sample_rgb.g : sample_rgb.b); float hit = step(ove_texcoord.y - quantisation, channel) * step(channel, ove_texcoord.y + quantisation) * intensity; hit += step(1.0 - quantisation, ove_texcoord.y) * step(1.0 - quantisation, channel) * intensity; col.rgb += hit * zone_color; } } else { for (int i = 0; float(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); } frag_color = vec4(col.rgb, 1.0); }