Files
oak-editor/app/shaders/rgbwaveform.frag
T

73 lines
2.4 KiB
GLSL

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