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

49 lines
1.5 KiB
GLSL

uniform sampler2D ove_maintex;
uniform vec2 viewport;
uniform vec3 luma_coeffs;
uniform float vectorscope_gain;
uniform float vectorscope_point_radius;
uniform float vectorscope_intensity;
uniform float vectorscope_sample_grid;
in vec2 ove_texcoord;
out vec4 frag_color;
vec2 rgb_to_vectorscope(vec3 rgb)
{
float y = dot(rgb, luma_coeffs);
float cb = (rgb.b - y) / max(2.0 * (1.0 - luma_coeffs.b), 0.0001);
float cr = (rgb.r - y) / max(2.0 * (1.0 - luma_coeffs.r), 0.0001);
return vec2(cr, cb) * vectorscope_gain + vec2(0.5);
}
void main(void)
{
float grid = max(vectorscope_sample_grid, 1.0);
float point_radius = vectorscope_point_radius / max(min(viewport.x, viewport.y), 1.0);
vec3 accumulated = vec3(0.0);
for (int y = 0; y < 64; y++) {
if (float(y) >= grid) {
break;
}
for (int x = 0; x < 64; x++) {
if (float(x) >= grid) {
break;
}
vec2 sample_uv = (vec2(float(x), float(y)) + vec2(0.5)) / grid;
vec3 sample_rgb = clamp(texture(ove_maintex, sample_uv).rgb, 0.0, 1.0);
vec2 scope_point = rgb_to_vectorscope(sample_rgb);
float distance_to_point = distance(ove_texcoord, scope_point);
float contribution = 1.0 - smoothstep(point_radius, point_radius * 2.0, distance_to_point);
accumulated += sample_rgb * contribution * vectorscope_intensity;
}
}
frag_color = vec4(clamp(accumulated, 0.0, 1.0), 1.0);
}