Overlay shader
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This commit is contained in:
2026-05-04 13:20:12 +10:00
parent 52bf8c90ea
commit 0deef55974
7 changed files with 169 additions and 22 deletions

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@@ -4,21 +4,61 @@
"description": "Draws a lightweight luma waveform overlay along the bottom of the video.", "description": "Draws a lightweight luma waveform overlay along the bottom of the video.",
"category": "Utility", "category": "Utility",
"entryPoint": "shadeVideo", "entryPoint": "shadeVideo",
"textures": [
{
"id": "label0Texture",
"path": "0.png"
},
{
"id": "label25Texture",
"path": "25.png"
},
{
"id": "label50Texture",
"path": "50.png"
},
{
"id": "label75Texture",
"path": "75.png"
},
{
"id": "label100Texture",
"path": "100.png"
}
],
"parameters": [ "parameters": [
{ {
"id": "overlayHeight", "id": "overlayScale",
"label": "Overlay Height", "label": "Overlay Scale",
"type": "float", "type": "float",
"default": 0.32, "default": 0.4,
"min": 0.1, "min": 0.1,
"max": 1.0, "max": 1.0,
"step": 0.01 "step": 0.01
}, },
{
"id": "overlayPosition",
"label": "Overlay Position",
"type": "vec2",
"default": [0.24, 0.76],
"min": [0.0, 0.0],
"max": [1.0, 1.0],
"step": [0.01, 0.01]
},
{
"id": "overlayPadding",
"label": "Overlay Padding",
"type": "float",
"default": 0.08,
"min": 0.0,
"max": 0.25,
"step": 0.01
},
{ {
"id": "waveformOpacity", "id": "waveformOpacity",
"label": "Waveform Opacity", "label": "Waveform Opacity",
"type": "float", "type": "float",
"default": 0.8, "default": 0.75,
"min": 0.0, "min": 0.0,
"max": 1.0, "max": 1.0,
"step": 0.01 "step": 0.01
@@ -27,7 +67,7 @@
"id": "backgroundOpacity", "id": "backgroundOpacity",
"label": "Background", "label": "Background",
"type": "float", "type": "float",
"default": 0.35, "default": 0.75,
"min": 0.0, "min": 0.0,
"max": 1.0, "max": 1.0,
"step": 0.01 "step": 0.01
@@ -36,16 +76,52 @@
"id": "lineThickness", "id": "lineThickness",
"label": "Line Thickness", "label": "Line Thickness",
"type": "float", "type": "float",
"default": 2.0, "default": 1.5,
"min": 0.5, "min": 0.5,
"max": 10.0, "max": 10.0,
"step": 0.1 "step": 0.1
}, },
{
"id": "gridOpacity",
"label": "Grid Opacity",
"type": "float",
"default": 1,
"min": 0.0,
"max": 1.0,
"step": 0.01
},
{
"id": "waveformSamples",
"label": "Waveform Samples",
"type": "float",
"default": 64.0,
"min": 8.0,
"max": 96.0,
"step": 1.0
},
{
"id": "waveformGain",
"label": "Waveform Gain",
"type": "float",
"default": 12.0,
"min": 1.0,
"max": 32.0,
"step": 0.5
},
{
"id": "waveformNoiseReduction",
"label": "Noise Reduction",
"type": "float",
"default": 0.08,
"min": 0.0,
"max": 0.6,
"step": 0.01
},
{ {
"id": "waveformColor", "id": "waveformColor",
"label": "Waveform Color", "label": "Waveform Color",
"type": "color", "type": "color",
"default": [0.2, 1.0, 0.65, 1.0] "default": [1.0, 1.0, 1.0, 1.0]
} }
] ]
} }

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@@ -1,24 +1,95 @@
float insideUnit(float2 uv)
{
return step(0.0, uv.x) * step(uv.x, 1.0) * step(0.0, uv.y) * step(uv.y, 1.0);
}
float4 blendLabel(float4 base, float4 labelSample, float inside)
{
float labelMask = saturate(dot(labelSample.rgb, float3(0.2126, 0.7152, 0.0722)) * labelSample.a * inside);
float3 screened = 1.0 - (1.0 - base.rgb) * (1.0 - labelSample.rgb);
return float4(lerp(base.rgb, screened, labelMask), max(base.a, labelMask));
}
float4 shadeVideo(ShaderContext context) float4 shadeVideo(ShaderContext context)
{ {
float4 color = context.sourceColor; float4 color = context.sourceColor;
float height = saturate(overlayHeight);
float overlayStart = 1.0 - height; float targetAspect = 16.0 / 9.0;
if (context.uv.y < overlayStart) float resolutionAspect = max(context.outputResolution.x, 1.0) / max(context.outputResolution.y, 1.0);
float width = saturate(overlayScale);
float height = width * resolutionAspect / targetAspect;
float fitScale = min(1.0 / max(width, 0.001), 1.0 / max(height, 0.001));
width *= min(fitScale, 1.0);
height *= min(fitScale, 1.0);
float2 halfSize = float2(width, height) * 0.5;
float2 center = clamp(saturate(overlayPosition), halfSize, float2(1.0) - halfSize);
float2 overlayMin = center - halfSize;
float2 overlayMax = center + halfSize;
if (context.uv.x < overlayMin.x || context.uv.x > overlayMax.x ||
context.uv.y < overlayMin.y || context.uv.y > overlayMax.y)
return color; return color;
float2 scopeUv = float2(context.uv.x, (context.uv.y - overlayStart) / max(height, 0.001)); float2 boxUv = (context.uv - overlayMin) / max(float2(width, height), float2(0.001));
float luma = dot(sampleVideo(float2(context.uv.x, 0.5)).rgb, float3(0.2126, 0.7152, 0.0722)); float2 pad = min(float2(saturate(overlayPadding)), float2(0.45));
float targetY = 1.0 - saturate(luma); float2 innerUv = (boxUv - pad) / max(float2(1.0) - pad * 2.0, float2(0.001));
float pixelThickness = max(lineThickness, 0.5) / max(context.outputResolution.y * height, 1.0);
float wave = 1.0 - smoothstep(pixelThickness, pixelThickness * 2.5, abs(scopeUv.y - targetY));
float grid = 0.0;
grid = max(grid, 1.0 - smoothstep(0.002, 0.006, abs(scopeUv.y - 0.25)));
grid = max(grid, 1.0 - smoothstep(0.002, 0.006, abs(scopeUv.y - 0.50)));
grid = max(grid, 1.0 - smoothstep(0.002, 0.006, abs(scopeUv.y - 0.75)));
float3 bg = lerp(color.rgb, float3(0.0, 0.0, 0.0), saturate(backgroundOpacity)); float3 bg = lerp(color.rgb, float3(0.0, 0.0, 0.0), saturate(backgroundOpacity));
float3 withGrid = lerp(bg, float3(0.16, 0.22, 0.28), grid * 0.5); float labelHeight = min(max(pad.x * 0.95, 0.048), 0.12);
float3 scoped = lerp(withGrid, waveformColor.rgb, wave * saturate(waveformOpacity) * waveformColor.a); float labelWidth = labelHeight * height * max(context.outputResolution.y, 1.0) / max(width * max(context.outputResolution.x, 1.0), 0.001);
float labelX = max(pad.x * 0.5, labelWidth * 0.55);
float y0 = pad.y;
float y25 = pad.y + 0.25 * (1.0 - pad.y * 2.0);
float y50 = pad.y + 0.50 * (1.0 - pad.y * 2.0);
float y75 = pad.y + 0.75 * (1.0 - pad.y * 2.0);
float y100 = 1.0 - pad.y;
float4 label = float4(0.0);
float2 labelUv100 = (boxUv - float2(labelX, y100)) / float2(labelWidth, labelHeight) + float2(0.5);
label = blendLabel(label, label100Texture.Sample(labelUv100), insideUnit(labelUv100));
float2 labelUv75 = (boxUv - float2(labelX, y75)) / float2(labelWidth, labelHeight) + float2(0.5);
label = blendLabel(label, label75Texture.Sample(labelUv75), insideUnit(labelUv75));
float2 labelUv50 = (boxUv - float2(labelX, y50)) / float2(labelWidth, labelHeight) + float2(0.5);
label = blendLabel(label, label50Texture.Sample(labelUv50), insideUnit(labelUv50));
float2 labelUv25 = (boxUv - float2(labelX, y25)) / float2(labelWidth, labelHeight) + float2(0.5);
label = blendLabel(label, label25Texture.Sample(labelUv25), insideUnit(labelUv25));
float2 labelUv0 = (boxUv - float2(labelX, y0)) / float2(labelWidth, labelHeight) + float2(0.5);
label = blendLabel(label, label0Texture.Sample(labelUv0), insideUnit(labelUv0));
if (innerUv.x < 0.0 || innerUv.x > 1.0 || innerUv.y < 0.0 || innerUv.y > 1.0)
return float4(lerp(bg, label.rgb, label.a), color.a);
float pixelThickness = max(lineThickness, 0.5) / max(context.outputResolution.y * height * (1.0 - pad.y * 2.0), 1.0);
float requestedSamples = clamp(waveformSamples, 1.0, 96.0);
float density = 0.0;
for (int sampleIndex = 0; sampleIndex < 96; sampleIndex++)
{
float samplePosition = float(sampleIndex);
if (samplePosition >= requestedSamples)
break;
float sourceY = (samplePosition + 0.5) / requestedSamples;
float luma = dot(sampleVideo(float2(innerUv.x, sourceY)).rgb, float3(0.2126, 0.7152, 0.0722));
float targetY = 1.0 - saturate(luma);
float sampleHit = 1.0 - smoothstep(pixelThickness, pixelThickness * 2.5, abs(innerUv.y - targetY));
density += sampleHit;
}
float wave = saturate(density / requestedSamples * max(waveformGain, 0.0));
float floor = saturate(waveformNoiseReduction);
wave = smoothstep(floor, 1.0, wave);
float grid = 0.0;
grid = max(grid, 1.0 - smoothstep(0.002, 0.006, abs(innerUv.y - 0.00)));
grid = max(grid, 1.0 - smoothstep(0.002, 0.006, abs(innerUv.y - 0.25)));
grid = max(grid, 1.0 - smoothstep(0.002, 0.006, abs(innerUv.y - 0.50)));
grid = max(grid, 1.0 - smoothstep(0.002, 0.006, abs(innerUv.y - 0.75)));
grid = max(grid, 1.0 - smoothstep(0.002, 0.006, abs(innerUv.y - 1.00)));
float3 withGrid = lerp(bg, float3(0.16, 0.22, 0.28), grid * saturate(gridOpacity));
float3 withLabel = lerp(withGrid, label.rgb, label.a);
float3 scoped = lerp(withLabel, waveformColor.rgb, wave * saturate(waveformOpacity) * waveformColor.a);
return float4(scoped, color.a); return float4(scoped, color.a);
} }