63 lines
1.8 KiB
GLSL
63 lines
1.8 KiB
GLSL
#pragma header
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#extension GL_EXT_gpu_shader4 : enable
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// Used in charter by waveforms -lunar
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uniform vec2 textureRes;
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uniform float pixelOffset;
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uniform sampler2D waveformTexture;
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uniform ivec2 waveformSize;
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float getAmplitude(vec2 pixel) {
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float amplitudeRet = 0.; // look in charter for more how it works -lunar
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float pixelID = floor((pixel.y+pixelOffset)/3.);
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vec2 wavePixel = vec2(mod(pixelID, waveformSize.x), floor(pixelID/waveformSize.x));
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vec4 waveData = texture2D(waveformTexture, wavePixel / waveformSize);
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switch (int(round(mod(wavePixel.x, 3.)))) {
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case 0: amplitudeRet = waveData.r; break;
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case 1: amplitudeRet = waveData.g; break;
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case 2: amplitudeRet = waveData.b; break;
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}
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return amplitudeRet;
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}
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bool inWaveForm(vec2 pixel, float width) {
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float widthdiv2 = width/2.;
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return pixel.x > widthdiv2 && pixel.x < textureRes.x-widthdiv2;
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}
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float getAmplitudePixel(vec2 pixel, vec2 offset) {
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return getAmplitude(pixel + offset);
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}
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const vec3 gradient1 = vec3(114./255., 81./255., 135./255);
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const vec3 gradient2 = vec3(144./255., 80./255., 186./255);
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void main()
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{
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vec2 pixel = openfl_TextureCoordv * textureRes;
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float amplitude = getAmplitude(pixel);
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float ampwidth = (1.-amplitude) * textureRes.x;
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gl_FragColor = vec4(0.);
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if (inWaveForm(pixel, ampwidth)) {
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vec3 gradientColor = mix(gradient1, gradient2, openfl_TextureCoordv.x);
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float ampwidthHighlight = (1.-(amplitude*(1./3.))) * textureRes.x;
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if (inWaveForm(pixel, ampwidthHighlight)) {
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float remapCoord = (ampwidthHighlight/textureRes.x)/2.;
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float mappedCoord = map(openfl_TextureCoordv.x, remapCoord, 1.-remapCoord, 0., 1.);
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float hightlightAmount = 1.-(abs(mappedCoord-0.5)*2.);
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gradientColor = mix(gradientColor, gradientColor * vec3(1.8), map(hightlightAmount, 0., 1., .4, 1.));
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}
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gl_FragColor = vec4(vec3(gradientColor * mix(0.5, .8, amplitude)), 1.);
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}
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} |