added new layer input pass
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This commit is contained in:
Aiden
2026-05-10 21:00:34 +10:00
parent 7777cfc194
commit 944773c248
9 changed files with 84 additions and 41 deletions

View File

@@ -3,29 +3,45 @@ float luminance(float3 color)
return dot(color, float3(0.2126, 0.7152, 0.0722));
}
float currentResetPhase(float timeSeconds, float resetInterval)
float4 buildHistory(ShaderContext context)
{
float safeInterval = max(resetInterval, 0.001);
float cycleIndex = floor(timeSeconds / safeInterval);
return frac(cycleIndex * 0.5) >= 0.5 ? 1.0 : 0.0;
}
float4 shadeVideo(ShaderContext context)
{
float safeResetSeconds = max(resetSeconds, 0.001);
float phase = currentResetPhase(context.time, safeResetSeconds);
float4 previousFeedback = sampleFeedback(context.uv);
bool phaseMatches = context.feedbackAvailable > 0 && abs(previousFeedback.a - phase) < 0.25;
float3 previousAccumulation = phaseMatches ? previousFeedback.rgb : float3(0.0, 0.0, 0.0);
float4 previousHistory = context.feedbackAvailable > 0
? previousFeedback
: float4(0.0, 0.0, 0.0, 0.0);
// Highlight selection is always based on the live source image only.
// The stored feedback never feeds back into the threshold test.
float currentLuma = luminance(context.sourceColor.rgb);
float thresholdWidth = max(softness, 0.0001);
float brightMask = smoothstep(highlightThreshold - thresholdWidth, highlightThreshold + thresholdWidth, currentLuma);
float3 currentContribution = context.sourceColor.rgb * brightMask * max(accumulateAmount, 0.0);
float3 nextAccumulation = saturate(previousAccumulation + currentContribution);
// Treat RGBA as a 4-slot rolling scalar history:
// R = current frame, G = 1 frame ago, B = 2 frames ago, A = 3 frames ago.
// Each frame shifts the history forward and drops the oldest sample.
float currentContribution = currentLuma * brightMask * max(accumulateAmount, 0.0);
float4 nextHistory = float4(
currentContribution,
previousHistory.r,
previousHistory.g,
previousHistory.b
);
float3 displayColor = context.sourceColor.rgb * saturate(baseMix) + nextAccumulation * max(displayGain, 0.0);
return float4(saturate(displayColor), phase);
return saturate(nextHistory);
}
float4 displayHistory(ShaderContext context)
{
// In the display pass, context.sourceColor is the same-frame historyBuffer
// produced by buildHistory().
float4 history = context.sourceColor;
float recentEnergy = history.r + history.g + history.b;
float3 originalColor = sampleLayerInput(context.uv).rgb;
float highlightBoost = recentEnergy * max(displayGain, 0.0);
float3 sourceHue = originalColor / max(max(originalColor.r, originalColor.g), max(originalColor.b, 0.0001));
float3 displayColor =
originalColor +
sourceHue * highlightBoost * 1.5;
return float4(saturate(displayColor), 1.0);
}