- media color primaries/transfer tags now flow from the FFmpeg probe through VideoParams into Footage::get_colorspace_to_use(); precedence is user override > media tags > project default - export nclc tags derive from the output colorspace (PQ/HLG/BT.2020, P3, sRGB, Rec.601, Rec.709) instead of hardcoded BT.709 - new OCIO Color Grading (Log) node (lift/gamma/gain) and White Balance node (kelvin temperature + tint, HDR-safe) - LUT whitelist extended to 9 OCIO-supported formats - waveform scope gains an RGB parade mode (GPU and software paths) - tests updated for the new colorspace precedence
68 lines
2.2 KiB
GLSL
68 lines
2.2 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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uniform float parade_mode;
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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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if (parade_mode > 0.5) {
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// RGB parade: three zones side by side, one channel per zone
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float zone = floor(ove_texcoord.x * 3.0);
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float zone_x = fract(ove_texcoord.x * 3.0);
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vec3 zone_color = zone < 0.5 ? vec3(1.0, 0.0, 0.0) :
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(zone < 1.5 ? vec3(0.0, 1.0, 0.0) :
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vec3(0.0, 0.0, 1.0));
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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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vec3 sample_rgb = texture(
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ove_maintex,
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vec2(zone_x, ratio)
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).rgb;
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float channel = zone < 0.5 ? sample_rgb.r :
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(zone < 1.5 ? sample_rgb.g : sample_rgb.b);
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float hit = step(ove_texcoord.y - quantisation, channel) *
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step(channel, ove_texcoord.y + quantisation) * intensity;
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hit += step(1.0 - quantisation, ove_texcoord.y) *
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step(1.0 - quantisation, channel) * intensity;
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col.rgb += hit * zone_color;
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}
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} else {
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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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}
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frag_color = vec4(col.rgb, 1.0);
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}
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