float insideUnit(float2 uv) { return step(0.0, uv.x) * step(uv.x, 1.0) * step(0.0, uv.y) * step(uv.y, 1.0); } float4 blendLabel(float4 base, float4 labelSample, float inside) { float labelMask = saturate(dot(labelSample.rgb, float3(0.2126, 0.7152, 0.0722)) * labelSample.a * inside); float3 screened = 1.0 - (1.0 - base.rgb) * (1.0 - labelSample.rgb); return float4(lerp(base.rgb, screened, labelMask), max(base.a, labelMask)); } float4 shadeVideo(ShaderContext context) { float4 color = context.sourceColor; float targetAspect = 16.0 / 9.0; float resolutionAspect = max(context.outputResolution.x, 1.0) / max(context.outputResolution.y, 1.0); float width = saturate(overlayScale); float height = width * resolutionAspect / targetAspect; float fitScale = min(1.0 / max(width, 0.001), 1.0 / max(height, 0.001)); width *= min(fitScale, 1.0); height *= min(fitScale, 1.0); float2 halfSize = float2(width, height) * 0.5; float2 center = clamp(saturate(overlayPosition), halfSize, float2(1.0) - halfSize); float2 overlayMin = center - halfSize; float2 overlayMax = center + halfSize; if (context.uv.x < overlayMin.x || context.uv.x > overlayMax.x || context.uv.y < overlayMin.y || context.uv.y > overlayMax.y) return color; float2 boxUv = (context.uv - overlayMin) / max(float2(width, height), float2(0.001)); float2 pad = min(float2(saturate(overlayPadding)), float2(0.45)); float2 innerUv = (boxUv - pad) / max(float2(1.0) - pad * 2.0, float2(0.001)); float3 bg = lerp(color.rgb, float3(0.0, 0.0, 0.0), saturate(backgroundOpacity)); float labelHeight = min(max(pad.x * 0.95, 0.048), 0.12); float labelWidth = labelHeight * height * max(context.outputResolution.y, 1.0) / max(width * max(context.outputResolution.x, 1.0), 0.001); float labelX = max(pad.x * 0.5, labelWidth * 0.55); float y0 = pad.y; float y25 = pad.y + 0.25 * (1.0 - pad.y * 2.0); float y50 = pad.y + 0.50 * (1.0 - pad.y * 2.0); float y75 = pad.y + 0.75 * (1.0 - pad.y * 2.0); float y100 = 1.0 - pad.y; float4 label = float4(0.0); float2 labelUv100 = (boxUv - float2(labelX, y100)) / float2(labelWidth, labelHeight) + float2(0.5); label = blendLabel(label, label100Texture.Sample(labelUv100), insideUnit(labelUv100)); float2 labelUv75 = (boxUv - float2(labelX, y75)) / float2(labelWidth, labelHeight) + float2(0.5); label = blendLabel(label, label75Texture.Sample(labelUv75), insideUnit(labelUv75)); float2 labelUv50 = (boxUv - float2(labelX, y50)) / float2(labelWidth, labelHeight) + float2(0.5); label = blendLabel(label, label50Texture.Sample(labelUv50), insideUnit(labelUv50)); float2 labelUv25 = (boxUv - float2(labelX, y25)) / float2(labelWidth, labelHeight) + float2(0.5); label = blendLabel(label, label25Texture.Sample(labelUv25), insideUnit(labelUv25)); float2 labelUv0 = (boxUv - float2(labelX, y0)) / float2(labelWidth, labelHeight) + float2(0.5); label = blendLabel(label, label0Texture.Sample(labelUv0), insideUnit(labelUv0)); if (innerUv.x < 0.0 || innerUv.x > 1.0 || innerUv.y < 0.0 || innerUv.y > 1.0) return float4(lerp(bg, label.rgb, label.a), color.a); float pixelThickness = max(lineThickness, 0.5) / max(context.outputResolution.y * height * (1.0 - pad.y * 2.0), 1.0); float requestedSamples = clamp(waveformSamples, 1.0, 96.0); float density = 0.0; for (int sampleIndex = 0; sampleIndex < 96; sampleIndex++) { float samplePosition = float(sampleIndex); if (samplePosition >= requestedSamples) break; float sourceY = (samplePosition + 0.5) / requestedSamples; float luma = dot(sampleVideo(float2(innerUv.x, sourceY)).rgb, float3(0.2126, 0.7152, 0.0722)); float targetY = saturate(luma); float sampleHit = 1.0 - smoothstep(pixelThickness, pixelThickness * 2.5, abs(innerUv.y - targetY)); density += sampleHit; } float wave = saturate(density / requestedSamples * max(waveformGain, 0.0)); float floor = saturate(waveformNoiseReduction); wave = smoothstep(floor, 1.0, wave); float grid = 0.0; grid = max(grid, 1.0 - smoothstep(0.002, 0.006, abs(innerUv.y - 0.00))); grid = max(grid, 1.0 - smoothstep(0.002, 0.006, abs(innerUv.y - 0.25))); grid = max(grid, 1.0 - smoothstep(0.002, 0.006, abs(innerUv.y - 0.50))); grid = max(grid, 1.0 - smoothstep(0.002, 0.006, abs(innerUv.y - 0.75))); grid = max(grid, 1.0 - smoothstep(0.002, 0.006, abs(innerUv.y - 1.00))); float3 withGrid = lerp(bg, float3(0.16, 0.22, 0.28), grid * saturate(gridOpacity)); float3 withLabel = lerp(withGrid, label.rgb, label.a); float3 scoped = lerp(withLabel, waveformColor.rgb, wave * saturate(waveformOpacity) * waveformColor.a); return float4(scoped, color.a); }