Basic pass at histogram. Uses a power based scale compared against the total pixel count. Probably needs a UI toggle to flip lines on and off as the text and lines in OpenGL are a large cycles sucker. Could be likely much faster when migrated to a geometry shader approach. Uses the scaled viewport resolution to increase performance as much as possible.
29 lines
569 B
GLSL
29 lines
569 B
GLSL
#version 150
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uniform float histogram_scale;
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uniform vec2 ove_resolution;
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in vec4 a_position;
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in vec2 a_texcoord;
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out vec2 ove_texcoord;
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mat4 scale_mat4(vec3 scale) {
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return mat4(
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scale.x, 0.0, 0.0, 0.0,
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0.0, scale.y, 0.0, 0.0,
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0.0, 0.0, scale.z, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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}
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void main() {
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// Create identity matrix
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mat4 transform = mat4(1.0);
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// Scale the scope
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transform *= scale_mat4(vec3(histogram_scale, histogram_scale, 1.0));
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gl_Position = transform * a_position;
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ove_texcoord = a_texcoord;
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} |