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

34 lines
941 B
GLSL

uniform sampler2D ove_maintex;
uniform vec2 viewport;
uniform float histogram_scale;
in vec2 ove_texcoord;
out vec4 fragColor;
void main(void) {
float histogram_width = ceil(histogram_scale * viewport.y);
float quantisation = 1.0 / (histogram_width - 1.0);
vec3 cur_col = vec3(0.0);
vec3 sum = vec3(0.0);
float ratio = 0.0;
for (int i = 0; i < histogram_width; i++) {
ratio = float(i) / float(histogram_width - 1);
cur_col = texture(
ove_maintex,
vec2(ove_texcoord.y, ratio)
).rgb;
sum += step(vec3(ove_texcoord.x - quantisation), cur_col) *
step(cur_col, vec3(ove_texcoord.x + quantisation)) +
(
// Account for values beyond the upper x limit.
step(1.0 - quantisation, ove_texcoord.x) *
step(vec3(1.0 - quantisation), cur_col)
);
}
fragColor = vec4(sum, 1.0);
}