Additional shaders
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This commit is contained in:
2026-05-06 00:23:20 +10:00
parent cf31c91831
commit 437199f3f0
9 changed files with 349 additions and 39 deletions

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{
"id": "anamorphic-desqueeze",
"name": "Anamorphic Desqueeze",
"description": "Desqueezes anamorphic footage by 1.3x, 1.33x, 1.5x, or 2x with fit or fill framing.",
"category": "Transform",
"entryPoint": "shadeVideo",
"parameters": [
{
"id": "desqueezeFactor",
"label": "Desqueeze",
"type": "enum",
"default": "x1_33",
"options": [
{ "value": "x1_3", "label": "1.3x" },
{ "value": "x1_33", "label": "1.33x" },
{ "value": "x1_5", "label": "1.5x" },
{ "value": "x2_0", "label": "2x" }
]
},
{
"id": "framing",
"label": "Framing",
"type": "enum",
"default": "fit",
"options": [
{ "value": "fit", "label": "Fit" },
{ "value": "fill", "label": "Fill" }
]
},
{
"id": "pan",
"label": "Pan",
"type": "vec2",
"default": [0.0, 0.0],
"min": [-1.0, -1.0],
"max": [1.0, 1.0],
"step": [0.001, 0.001]
},
{
"id": "outsideColor",
"label": "Outside Color",
"type": "color",
"default": [0.0, 0.0, 0.0, 1.0]
}
]
}

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float selectedDesqueezeFactor()
{
if (desqueezeFactor == 0)
return 1.3;
if (desqueezeFactor == 1)
return 1.3333333;
if (desqueezeFactor == 2)
return 1.5;
return 2.0;
}
float4 shadeVideo(ShaderContext context)
{
float factor = selectedDesqueezeFactor();
float2 centered = context.uv - 0.5;
if (framing == 0)
{
centered.y *= factor;
}
else
{
centered.x /= factor;
}
float2 sourceUv = centered + 0.5 - pan;
bool inside = sourceUv.x >= 0.0 && sourceUv.x <= 1.0 && sourceUv.y >= 0.0 && sourceUv.y <= 1.0;
if (!inside)
return outsideColor;
return sampleVideo(sourceUv);
}

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{
"id": "smpte-color-bars",
"name": "SMPTE Color Bars",
"description": "Generates a procedural SMPTE RP 219-style 16:9 color bar test pattern matching the common Wikimedia 1920x1080 reference layout.",
"category": "Calibration",
"entryPoint": "shadeVideo",
"parameters": []
}

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float3 hexColor(float r, float g, float b)
{
return float3(r, g, b) / 255.0;
}
float3 smpteTop(float x)
{
if (x < 240.0)
return hexColor(102.0, 102.0, 102.0);
if (x < 445.0)
return hexColor(191.0, 191.0, 191.0);
if (x < 651.0)
return hexColor(191.0, 191.0, 0.0);
if (x < 857.0)
return hexColor(0.0, 191.0, 191.0);
if (x < 1063.0)
return hexColor(0.0, 191.0, 0.0);
if (x < 1269.0)
return hexColor(191.0, 0.0, 191.0);
if (x < 1475.0)
return hexColor(191.0, 0.0, 0.0);
if (x < 1680.0)
return hexColor(0.0, 0.0, 191.0);
return hexColor(102.0, 102.0, 102.0);
}
float3 smpteMiddleA(float x)
{
if (x < 240.0)
return hexColor(0.0, 255.0, 255.0);
if (x < 445.0)
return hexColor(0.0, 63.0, 105.0);
if (x < 1680.0)
return hexColor(191.0, 191.0, 191.0);
return hexColor(0.0, 0.0, 255.0);
}
float3 smpteMiddleB(float x)
{
if (x < 240.0)
return hexColor(255.0, 255.0, 0.0);
if (x < 445.0)
return hexColor(65.0, 0.0, 119.0);
if (x < 1475.0)
{
float ramp = saturate((x - 445.0) / (1475.0 - 445.0));
return float3(ramp, ramp, ramp);
}
if (x < 1680.0)
return float3(1.0, 1.0, 1.0);
return hexColor(255.0, 0.0, 0.0);
}
float3 smpteBottom(float x)
{
if (x < 240.0)
return hexColor(38.0, 38.0, 38.0);
if (x < 549.0)
return float3(0.0, 0.0, 0.0);
if (x < 960.0)
return float3(1.0, 1.0, 1.0);
if (x < 1268.0)
return float3(0.0, 0.0, 0.0);
if (x < 1337.0)
return hexColor(5.0, 5.0, 5.0);
if (x < 1405.0)
return float3(0.0, 0.0, 0.0);
if (x < 1474.0)
return hexColor(10.0, 10.0, 10.0);
if (x < 1680.0)
return float3(0.0, 0.0, 0.0);
return hexColor(38.0, 38.0, 38.0);
}
float4 shadeVideo(ShaderContext context)
{
float2 uv = saturate(context.uv);
float2 pixel = float2(uv.x, 1.0 - uv.y) * float2(1920.0, 1080.0);
if (pixel.y < 630.0)
return float4(smpteTop(pixel.x), 1.0);
if (pixel.y < 720.0)
return float4(smpteMiddleA(pixel.x), 1.0);
if (pixel.y < 810.0)
return float4(smpteMiddleB(pixel.x), 1.0);
return float4(smpteBottom(pixel.x), 1.0);
}

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{
"id": "solid-color",
"name": "Solid Color",
"description": "Fills the frame with a single user-selected color.",
"category": "Color",
"entryPoint": "shadeVideo",
"parameters": [
{
"id": "fillColor",
"label": "Fill",
"type": "color",
"default": [1.0, 1.0, 1.0, 1.0]
}
]
}

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float4 shadeVideo(ShaderContext context)
{
return saturate(fillColor);
}