Created
June 4, 2016 18:01
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Min, Max and RMS peak meter type effect
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texture tex : WAVEFORMDATA; | |
sampler sTex = sampler_state | |
{ | |
Texture = (tex); | |
MipFilter = LINEAR; | |
MinFilter = LINEAR; | |
MagFilter = LINEAR; | |
AddressU = Clamp; | |
}; | |
struct VS_IN | |
{ | |
float2 pos : POSITION; | |
float2 tc : TEXCOORD0; | |
}; | |
struct PS_IN | |
{ | |
float4 pos : SV_POSITION; | |
float2 tc : TEXCOORD0; | |
}; | |
float4 backgroundColor : BACKGROUNDCOLOR; | |
float4 highlightColor : HIGHLIGHTCOLOR; | |
float4 selectionColor : SELECTIONCOLOR; | |
float4 textColor : TEXTCOLOR; | |
float cursorPos : CURSORPOSITION; | |
bool cursorVisible : CURSORVISIBLE; | |
float seekPos : SEEKPOSITION; | |
bool seeking : SEEKING; | |
float4 replayGain : REPLAYGAIN; // album gain, track gain, album peak, track peak | |
float2 viewportSize : VIEWPORTSIZE; | |
bool horizontal : ORIENTATION; | |
bool flipped : FLIPPED; | |
bool shade_played : SHADEPLAYED; | |
PS_IN VS( VS_IN input ) | |
{ | |
PS_IN output = (PS_IN)0; | |
float2 half_pixel = float2(1,-1) / viewportSize; | |
output.pos = float4(input.pos - half_pixel, 0, 1); | |
if (horizontal) | |
{ | |
output.tc = float2((input.tc.x + 1.0) / 2.0, input.tc.y); | |
} | |
else | |
{ | |
output.tc = float2((-input.tc.y + 1.0) / 2.0, input.tc.x); | |
} | |
if (flipped) | |
output.tc.x = 1.0 - output.tc.x; | |
return output; | |
} | |
float4 bar( float pos, float2 tc, float4 fg, float4 bg, float width, bool show ) | |
{ | |
float dist = abs(pos - tc.x); | |
float4 c = (show && dist < width) | |
? lerp(fg, bg, smoothstep(0, width, dist)) | |
: bg; | |
return c; | |
} | |
float4 faded_bar( float pos, float2 tc, float4 fg, float4 bg, float width, bool show, float vert_from, float vert_to ) | |
{ | |
float dist = abs(pos - tc.x); | |
float fluff = smoothstep(vert_from, vert_to, abs(tc.y)); | |
float4 c = show | |
? lerp(fg, bg, max(fluff, smoothstep(0, width, dist))) | |
: bg; | |
return c; | |
} | |
// #define BORDER_ON_HIGHLIGHT | |
float4 played( float pos, float2 tc, float4 fg, float4 bg, float alpha) | |
{ | |
float4 c = bg; | |
float2 d = 1 / viewportSize; | |
if (pos > tc.x) | |
{ | |
#ifdef BORDER_ON_HIGHLIGHT | |
if (tc.x < d.x || tc.y >= (1 - d.y) || tc.y <= (2 * d.y - 1)) | |
c = selectionColor; | |
else | |
#endif | |
c = lerp(c, fg, saturate(alpha)); | |
} | |
return c; | |
} | |
float4 evaluate( float pos, float2 tc, float4 c0, float2 d ) | |
{ | |
float xd = pos; | |
float y = -0.5; | |
float u = -(2*xd / 0.01) * (2*xd / 0.01); | |
float E = exp(u / 2); | |
float4 zoomedPos = float4(pos + xd*y*E, 0, 0, log2(2048*d.x*0.1 * (1 + y*E*(1+u/2)))); | |
float4 minmaxrms = tex1Dbias(sTex,zoomedPos); | |
minmaxrms.rgb = (minmaxrms.rgb - 0.5) * 2; | |
tc.x = (tc.x-0.5) * 2; | |
float tickPos = 1.0 - abs(tc.y); | |
float tickOne = 0.1; | |
float tickTen = 0.01; | |
float deci = d.y*20; | |
float centi = d.y*10; | |
if ((abs(tc.x) % tickOne <= d.x*2 && tickPos < deci) | |
|| (abs(tc.x) % tickTen <= d.x*2 && tickPos < centi) | |
) | |
{ | |
return 1-c0; | |
} | |
if (tc.x > minmaxrms.r && tc.x < minmaxrms.g) | |
{ | |
float diffRms = abs(tc.x) - minmaxrms.b; | |
bool insideRms = diffRms < 0; | |
bool clipped = (minmaxrms.r < -1+(d.x/2) || minmaxrms.g > 1-(d.x/2)); | |
float cntrPoint = abs(tc.x); | |
float cntrTick = d.x*2; | |
float linePoint = abs(tc.y); | |
float barThickness = 0.5; | |
if (linePoint < barThickness) | |
c0 = ( cntrPoint < cntrTick) | |
? float4(1.0,1.0,1.0,1) | |
: clipped | |
? float4(1.0, 0,0,1) | |
: insideRms | |
? highlightColor | |
: textColor; | |
} | |
return c0; | |
} | |
float4 PS( PS_IN input ) : SV_Target | |
{ | |
float dx, dy; | |
float2 d, vp; | |
vp = 1/viewportSize; | |
if (horizontal) | |
{ | |
d.xy = vp.xy; | |
} | |
else | |
{ | |
d.xy = vp.yx; | |
} | |
float seekWidth = 2.5 * d.x; | |
float positionWidth = 2.5 * d.x; | |
float4 c0 = evaluate(cursorPos , input.tc, backgroundColor, d); | |
c0 = bar(cursorPos, input.tc, selectionColor, c0, positionWidth, cursorVisible); | |
c0 = bar(seekPos, input.tc, selectionColor, c0, seekWidth, seeking ); | |
if (shade_played) | |
c0 = played(cursorPos, input.tc, highlightColor, c0, 0.3); | |
return c0; | |
} | |
technique Render9 | |
{ | |
pass | |
{ | |
VertexShader = compile vs_3_0 VS(); | |
PixelShader = compile ps_3_0 PS(); | |
} | |
} |
Author
just-Addict
commented
Jun 4, 2016
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