Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Texture1D tex : WAVEFORMDATA;
- sampler sTex = sampler_state
- {
- Texture = <tex>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = Clamp;
- };
- #if 0
- Texture2D bgTex < string ResourceName = "074.jpg"; >;
- Texture2D seekTex < string ResourceName = "seekbar.png"; >;
- sampler sTexBg = sampler_state
- {
- Texture = <bgTex>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = Wrap;
- AddressV = Wrap;
- };
- #endif
- 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 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);
- 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 = tex.Sample(sTex, tc.x);
- if (replayGain.g != -1000) {
- minmaxrms.rgb *= pow(10,(replayGain.g) / 20) * 2; //use track gain
- } else if (replayGain.r != -1000) {
- minmaxrms.rgb *= pow(10,(replayGain.r) / 20) * 2; //use album gain
- }
- 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();
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement