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@zao
Created October 18, 2011 00:08
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Default seekbar effect, it seems
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( float2 tc )
{
// alpha 1 indicates biased texture
float4 minmaxrms = tex1D(sTex, tc.x);
minmaxrms.rgb -= 0.5 * minmaxrms.a;
minmaxrms.rgb *= 1.0 + minmaxrms.a;
float below = tc.y - minmaxrms.r;
float above = tc.y - minmaxrms.g;
float factor = min(abs(below), abs(above));
bool outside = (below < 0 || above > 0);
bool inside_rms = abs(tc.y) <= minmaxrms.b;
#if 1
float4 bgColor = backgroundColor;
#else
float a = viewportSize.x / viewportSize.y;
float2 aspect = horizontal ? float2(a, 1) : float2(1/a, 1);
float2 tcBg = float2(tc.x, -tc.y / 2 + 0.5) * aspect;
float4 bgColor = tex2D(sTexBg, tcBg);
#endif
float4 wave = outside
? bgColor
: lerp(bgColor, textColor, 7.0 * factor);
return saturate(wave);
}
float4 PS( PS_IN input ) : SV_Target
{
float dx, dy;
if (horizontal)
{
dx = 1/viewportSize.x;
dy = 1/viewportSize.y;
}
else
{
dx = 1/viewportSize.y;
dy = 1/viewportSize.x;
}
float seekWidth = 2.5 * dx;
float positionWidth = 2.5 * dx;
float4 c0 = evaluate(input.tc);
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;
}
technique10 Render10
{
pass P0
{
SetGeometryShader( 0 );
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetPixelShader( CompileShader( ps_4_0, PS() ) );
}
}
technique Render9
{
pass
{
VertexShader = compile vs_2_0 VS();
PixelShader = compile ps_2_0 PS();
}
}
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