Some effects are lacking the unbias operation needed for 8-bit textures I standardized on a few versions ago. The theme you used probably relied on the historical formats that didn't need unbiasing. You want code similiar to the following, where the important part is the subtraction and scale on lines 2-3.
// alpha 1 indicates biased texture
float4 minmaxrms = tex.Sample(sTex, tc.x);
minmaxrms.rgb -= 0.5 * minmaxrms.a;
minmaxrms.rgb *= 1.0 + minmaxrms.a;
if (replayGain.g != -1000) {
minmaxrms.rgb *= pow(10,(replayGain.g) / 20); //use track gain
} else if (replayGain.r != -1000) {
minmaxrms.rgb *= pow(10,(replayGain.r) / 20); //use album gain
}
This is the code in the 'Frontend Settings', if that helps:
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 chan_mag : CHANNELMAGNITUDE; // Requires "foo_wave_seekbar" version 0.2.34 or better
float4 track_mag : TRACKMAGNITUDE; // Requires "foo_wave_seekbar" version 0.2.34 or better
float4 backgroundColor : BACKGROUNDCOLOR;
float4 highlightColor : HIGHLIGHTCOLOR;
float4 selectionColor : SELECTIONCOLOR;
float4 textColor : TEXTCOLOR;
float cursorPos : CURSORPOSITION;
bool cursorVisible : CURSORVISIBLE;
float seekPos : SEEKPOSITION;
bool seeking : SEEKING;
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);
//- NORMALIZE/RESCALE ALL WAVEFORMS TO FILL PANEL EDGE-TO-EDGE -
//Requires "foo_wave_seekbar" version 0.2.34 or better - see changelog
//This variation will map the range [-1,1] to [min_peak,max_peak].
input.tc.y = (input.tc.y + 1)/2 * (chan_mag.g - chan_mag.r) + chan_mag.r;
//This variation will map the range [-1,1] to [-largest_peak,largest_peak]
//input.tc.y = input.tc.y * max(abs(chan_mag.r), abs(chan_mag.g));
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 evaluate(float4 bg, float4 fg, float factor)
{
return saturate(lerp(bg, fg, factor));
}
float4 played( float pos, float2 tc, float4 bg, float factor)
{
float4 c = bg;
if (pos > tc.x)
{
c = evaluate(backgroundColor, highlightColor, factor);
}
return c;
}
float RMSfactor( float2 tc, float border )
{
float4 minmaxrms = tex1D(sTex, tc.x);
minmaxrms.rgb *= .95 + minmaxrms.a;
float belowWave = tc.y + border - minmaxrms.r;
float aboveWave = tc.y - border - minmaxrms.g;
float factorWave = min(abs(belowWave), abs(aboveWave));
bool insideWave = (belowWave > 0 && aboveWave < 0);
float diffRms = abs(tc.y) - border - minmaxrms.b;
float factorRms = abs(diffRms);
bool insideRms = diffRms < 0;
float factor = insideRms ? ( 1 - 0.5 * saturate(factorRms / border / 2)): 1;
factor = insideWave ? (factor * saturate(factorWave / border / 0.5)) : 0; //1 = max sharp
return factor;
}
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 = 1 * dx;
float positionWidth = 2 * dx;
float factor = RMSfactor(input.tc, 2.5 * dy);
float4 c0 = evaluate(backgroundColor, textColor, factor);
if (shade_played)
c0 = played(cursorPos, input.tc, c0, factor);
c0 = bar(cursorPos, input.tc, selectionColor, c0, positionWidth, cursorVisible);
c0 = bar(seekPos, input.tc, selectionColor, c0, seekWidth, seeking );
return c0;
}
technique10 Render10
{
pass P0
{
SetGeometryShader( 1 );
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();
}
}
It is an older version of your component, is there any harm in using it? I know nothing about making themes really I was just copy and pasting that code. What should I change?