Files
oak-editor/app/shaders/rgbhistogram_secondary.frag
T
Troy James Sobotka 6ebe0084a3 Implement Histogram
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.
2020-05-19 00:07:34 -07:00

36 lines
885 B
GLSL

#version 150
uniform sampler2D ove_maintex;
uniform vec2 ove_resolution;
uniform vec2 ove_viewport;
uniform float histogram_scale;
uniform float histogram_power;
in vec2 ove_texcoord;
out vec4 fragColor;
void main(void) {
vec3 col = vec3(0.0);
float histogram_height = ceil(ove_viewport.y * histogram_scale);
vec3 histogram_ratio = vec3(0.0);
vec3 sum = vec3(0.0);
float ratio = 0.0;
vec3 total_pixels = vec3(ceil(ove_viewport.x * ove_resolution.y *
histogram_scale));
for (int i = 0; i < histogram_height; i++) {
ratio = float(i) / float(histogram_height - 1.0);
sum += texture(
ove_maintex,
vec2(ove_texcoord.x, ratio)
).rgb;
}
histogram_ratio = pow(sum / total_pixels, vec3(histogram_power));
col = step(vec3(ove_texcoord.y), histogram_ratio);
fragColor = vec4(col, 1.0);
}