float alphaOver(float baseAlpha, float overAlpha) { return overAlpha + baseAlpha * (1.0 - overAlpha); } float4 compositeOver(float4 baseColor, float4 overColor) { float outAlpha = alphaOver(baseColor.a, overColor.a); float3 outRgb = overColor.rgb + baseColor.rgb * (1.0 - overColor.a); return float4(outRgb, outAlpha); } float4 shadeVideo(ShaderContext context) { float2 resolution = max(context.outputResolution, float2(1.0, 1.0)); float aspect = resolution.x / resolution.y; float2 textSize = float2(0.72 * scale, 0.09 * scale * aspect); float2 safeTextSize = max(textSize, float2(0.0001, 0.0001)); float2 textUv = (context.uv - position) / safeTextSize; bool insideTextRect = textUv.x >= 0.0 && textUv.x <= 1.0 && textUv.y >= 0.0 && textUv.y <= 1.0; float mask = insideTextRect ? sampleTitleText(textUv) : 0.0; float edge = 0.5; float aa = max(fwidth(mask) * 1.5, 0.006); float outlineAmount = min(outlineWidth * 0.25, 0.24); float fill = smoothstep(edge - aa, edge + aa, mask); float outlineField = smoothstep(edge - outlineAmount - aa, edge - outlineAmount + aa, mask); float outline = saturate(outlineField - fill); float textAlpha = max(fill * fillColor.a, outline * outlineColor.a); if (textAlpha <= 0.0001) return context.sourceColor; float4 base = context.sourceColor; float4 outlineLayer = float4(outlineColor.rgb * outlineColor.a, outline * outlineColor.a); float4 fillLayer = float4(fillColor.rgb * fillColor.a, fill * fillColor.a); return saturate(compositeOver(compositeOver(base, outlineLayer), fillLayer)); }