Additional shaders
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8
shaders/smpte-color-bars/shader.json
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8
shaders/smpte-color-bars/shader.json
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{
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"id": "smpte-color-bars",
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"name": "SMPTE Color Bars",
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"description": "Generates a procedural SMPTE RP 219-style 16:9 color bar test pattern matching the common Wikimedia 1920x1080 reference layout.",
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"category": "Calibration",
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"entryPoint": "shadeVideo",
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"parameters": []
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}
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90
shaders/smpte-color-bars/shader.slang
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90
shaders/smpte-color-bars/shader.slang
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float3 hexColor(float r, float g, float b)
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{
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return float3(r, g, b) / 255.0;
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}
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float3 smpteTop(float x)
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{
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if (x < 240.0)
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return hexColor(102.0, 102.0, 102.0);
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if (x < 445.0)
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return hexColor(191.0, 191.0, 191.0);
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if (x < 651.0)
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return hexColor(191.0, 191.0, 0.0);
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if (x < 857.0)
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return hexColor(0.0, 191.0, 191.0);
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if (x < 1063.0)
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return hexColor(0.0, 191.0, 0.0);
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if (x < 1269.0)
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return hexColor(191.0, 0.0, 191.0);
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if (x < 1475.0)
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return hexColor(191.0, 0.0, 0.0);
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if (x < 1680.0)
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return hexColor(0.0, 0.0, 191.0);
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return hexColor(102.0, 102.0, 102.0);
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}
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float3 smpteMiddleA(float x)
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{
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if (x < 240.0)
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return hexColor(0.0, 255.0, 255.0);
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if (x < 445.0)
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return hexColor(0.0, 63.0, 105.0);
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if (x < 1680.0)
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return hexColor(191.0, 191.0, 191.0);
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return hexColor(0.0, 0.0, 255.0);
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}
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float3 smpteMiddleB(float x)
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{
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if (x < 240.0)
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return hexColor(255.0, 255.0, 0.0);
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if (x < 445.0)
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return hexColor(65.0, 0.0, 119.0);
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if (x < 1475.0)
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{
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float ramp = saturate((x - 445.0) / (1475.0 - 445.0));
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return float3(ramp, ramp, ramp);
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}
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if (x < 1680.0)
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return float3(1.0, 1.0, 1.0);
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return hexColor(255.0, 0.0, 0.0);
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}
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float3 smpteBottom(float x)
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{
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if (x < 240.0)
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return hexColor(38.0, 38.0, 38.0);
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if (x < 549.0)
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return float3(0.0, 0.0, 0.0);
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if (x < 960.0)
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return float3(1.0, 1.0, 1.0);
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if (x < 1268.0)
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return float3(0.0, 0.0, 0.0);
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if (x < 1337.0)
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return hexColor(5.0, 5.0, 5.0);
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if (x < 1405.0)
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return float3(0.0, 0.0, 0.0);
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if (x < 1474.0)
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return hexColor(10.0, 10.0, 10.0);
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if (x < 1680.0)
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return float3(0.0, 0.0, 0.0);
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return hexColor(38.0, 38.0, 38.0);
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}
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float4 shadeVideo(ShaderContext context)
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{
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float2 uv = saturate(context.uv);
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float2 pixel = float2(uv.x, 1.0 - uv.y) * float2(1920.0, 1080.0);
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if (pixel.y < 630.0)
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return float4(smpteTop(pixel.x), 1.0);
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if (pixel.y < 720.0)
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return float4(smpteMiddleA(pixel.x), 1.0);
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if (pixel.y < 810.0)
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return float4(smpteMiddleB(pixel.x), 1.0);
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return float4(smpteBottom(pixel.x), 1.0);
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}
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