float edgeLine(float value, float target, float pixels, float resolution) { float halfWidth = max(pixels, 0.5) * 0.5 / max(resolution, 1.0); return 1.0 - smoothstep(halfWidth, halfWidth * 2.0, abs(value - target)); } float rectGuide(float2 uv, float2 inset, float2 resolution) { float mask = 0.0; float thickness = max(lineThicknessPixels, 0.5); if (uv.x >= inset.x && uv.x <= 1.0 - inset.x && uv.y >= inset.y && uv.y <= 1.0 - inset.y) { mask = max(mask, edgeLine(uv.x, inset.x, thickness, resolution.x)); mask = max(mask, edgeLine(uv.x, 1.0 - inset.x, thickness, resolution.x)); mask = max(mask, edgeLine(uv.y, inset.y, thickness, resolution.y)); mask = max(mask, edgeLine(uv.y, 1.0 - inset.y, thickness, resolution.y)); } return mask; } float aspectMatte(float2 uv, float2 resolution) { if (aspectMode == 0) return 0.0; float targetAspect = aspectMode == 1 ? 2.39 : (aspectMode == 2 ? 1.85 : 1.0); float frameAspect = resolution.x / max(resolution.y, 1.0); if (frameAspect <= targetAspect) { float contentHeight = frameAspect / targetAspect; float inset = (1.0 - contentHeight) * 0.5; return (uv.y < inset || uv.y > 1.0 - inset) ? 1.0 : 0.0; } float contentWidth = targetAspect / frameAspect; float inset = (1.0 - contentWidth) * 0.5; return (uv.x < inset || uv.x > 1.0 - inset) ? 1.0 : 0.0; } float4 shadeVideo(ShaderContext context) { float2 resolution = max(context.outputResolution, float2(1.0, 1.0)); float3 color = lerp(context.sourceColor.rgb, float3(0.0, 0.0, 0.0), aspectMatte(context.uv, resolution) * saturate(matteOpacity)); float mask = 0.0; if (showActionSafe) mask = max(mask, rectGuide(context.uv, float2(0.05, 0.05), resolution)); if (showTitleSafe) mask = max(mask, rectGuide(context.uv, float2(0.10, 0.10), resolution)); if (showCenter) { mask = max(mask, edgeLine(context.uv.x, 0.5, lineThicknessPixels, resolution.x) * step(abs(context.uv.y - 0.5), 0.035)); mask = max(mask, edgeLine(context.uv.y, 0.5, lineThicknessPixels, resolution.y) * step(abs(context.uv.x - 0.5), 0.035)); } float opacity = mask * saturate(lineOpacity) * lineColor.a; return float4(lerp(color, lineColor.rgb, opacity), context.sourceColor.a); }