Updates: * Added IRE text on 20% increments * Added waveform lines that work * Scaled waveform to a subsection of the surface
73 lines
2.4 KiB
GLSL
73 lines
2.4 KiB
GLSL
// Adapted from "RGB Waveform" by lebek
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// https://www.shadertoy.com/view/4dK3Wc
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#version 150
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uniform sampler2D ove_maintex;
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uniform vec2 ove_resolution;
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uniform vec2 ove_viewport;
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uniform vec3 luma_coeffs;
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uniform float waveform_scale;
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uniform vec2 waveform_dims;
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uniform vec4 waveform_region;
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uniform vec4 waveform_uv;
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in vec2 ove_texcoord;
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out vec4 fragColor;
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void main(void) {
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vec3 col = vec3(0.0);
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// Set an increment default to 10 bit encodings. This would likely be
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// better served as a UI control, as waveforms will change their combing
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// based on how granular the increment is set. For example, it can be
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// challenging to spot 8 bit combing with an increment of 1. / 2.^8 - 1.
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float increment = 1.0 / (pow(2, 10) - 1.0);
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float maxb = waveform_dims.y + increment;
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float minb = waveform_dims.y - increment;
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// Intensity would make sense to also expose via the UI, as a density
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// slider allows you to peek past certain values or reveal very low
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// values. Hard coding it for now, as there isn't a clear way to have
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// the various bit depth / code values always display at a consistent
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// emission output strength.
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float intensity = 0.10;
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int y_lim = int(waveform_dims.y);
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vec3 cur_col = vec3(0.0);
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vec3 cur_lum = vec3(0.0);
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if (
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(gl_FragCoord.x >= waveform_region.x) &&
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(gl_FragCoord.y >= waveform_region.y) &&
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(gl_FragCoord.x < waveform_region.z) &&
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(gl_FragCoord.y < waveform_region.w)
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) {
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// col = vec3(0.5, 0.5, 0.0);
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// int start = int(waveform_region.y);
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int stop = int(waveform_dims.y);
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float ratio = 0.0;
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float waveform_x = (ove_texcoord.x - waveform_uv.x) / waveform_scale;
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float waveform_y = (ove_texcoord.y - waveform_uv.y) / waveform_scale;
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for (int i = 0; i < waveform_dims.y; i++) {
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ratio = float(i) / float(waveform_dims.y);
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cur_col = texture2D(
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ove_maintex,
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vec2(waveform_x, ratio)
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).rgb;
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col += step(vec3(waveform_y - increment), cur_col) *
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step(cur_col, vec3(waveform_y + increment)) * intensity;
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cur_lum = vec3(dot(cur_col, luma_coeffs));
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col += step(vec3(waveform_y - increment), cur_lum) *
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step(cur_lum, vec3(waveform_y + increment)) * intensity;
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}
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}
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gl_FragColor = vec4(col, 1.0);
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}
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