39 lines
1.0 KiB
GLSL
39 lines
1.0 KiB
GLSL
uniform sampler2D ove_maintex;
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uniform vec2 viewport;
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uniform vec3 luma_coeffs;
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uniform float waveform_scale;
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in vec2 ove_texcoord;
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out vec4 frag_color;
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void main(void) {
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float waveform_height = ceil(waveform_scale * viewport.y);
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float quantisation = 1.0 / (waveform_height - 1.0);
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float intensity = 0.10;
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vec4 col = vec4(0.0);
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vec4 cur_col = vec4(0.0);
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float ratio = 0.0;
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for (int i = 0; float(i) < waveform_height; i++) {
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ratio = float(i) / float(waveform_height - 1.0);
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cur_col.rgb = texture(
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ove_maintex,
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vec2(ove_texcoord.x, ratio)
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).rgb;
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cur_col.w = dot(cur_col.rgb, luma_coeffs);
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col += (
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step(vec4(ove_texcoord.y - quantisation), cur_col) *
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step(cur_col, vec4(ove_texcoord.y + quantisation)) *
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intensity) +
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(step(1.0 - quantisation, ove_texcoord.y) *
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step(vec4(1.0 - quantisation), cur_col) * intensity);
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}
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col.rgb += vec3(col.w);
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frag_color = vec4(col.rgb, 1.0);
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}
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