mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-11 06:15:05 +00:00
295 lines
7.9 KiB
Text
295 lines
7.9 KiB
Text
|
// -------------------------------------------------------------------------------- //
|
||
|
// Defines
|
||
|
#define MAX_DISTANCE 65536.0
|
||
|
#define NEAR_INFINITE 18446744073709551616.0
|
||
|
#define FLT_SMALL 0.001
|
||
|
#define PI 3.1415926535897932384626433832795
|
||
|
#define HALFPI 1.5707963267948966192313216916398
|
||
|
// -------------------------------------------------------------------------------- //
|
||
|
|
||
|
// -------------------------------------------------------------------------------- //
|
||
|
// Samplers
|
||
|
sampler_state imageSampler {
|
||
|
Filter = Linear;
|
||
|
AddressU = Clamp;
|
||
|
AddressV = Clamp;
|
||
|
};
|
||
|
|
||
|
sampler_state sdfSampler {
|
||
|
Filter = Linear;
|
||
|
AddressU = Clamp;
|
||
|
AddressV = Clamp;
|
||
|
BorderColor = FFFFFFFF;
|
||
|
};
|
||
|
// -------------------------------------------------------------------------------- //
|
||
|
|
||
|
// -------------------------------------------------------------------------------- //
|
||
|
// Global Parameters
|
||
|
uniform float4x4 ViewProj;
|
||
|
uniform texture2d pSDFTexture;
|
||
|
uniform float pSDFThreshold;
|
||
|
uniform texture2d pImageTexture;
|
||
|
// -------------------------------------------------------------------------------- //
|
||
|
|
||
|
// -------------------------------------------------------------------------------- //
|
||
|
// Shared Functions
|
||
|
float4 PremultiplyTarget(float4 c, float4 t) {
|
||
|
return lerp(float4(t.r, t.g, t.b, c.a), c, c.a);
|
||
|
}
|
||
|
|
||
|
float LinearCurveFromValue(float v, float offset, float width,
|
||
|
float sharpness, float sharpnessInverse) {
|
||
|
}
|
||
|
|
||
|
float GradientFromValue(float v, float offset, float width) {
|
||
|
return ((v - offset) / width);
|
||
|
}
|
||
|
|
||
|
// We can use any of the following gradient functions: https://www.desmos.com/calculator/bmbrncaiem
|
||
|
float CurveEaseInOut(float v) {
|
||
|
return cos((v-1)*PI)*0.5+0.5;
|
||
|
}
|
||
|
|
||
|
float CurveEaseOut(float v) {
|
||
|
return sin(v * HALFPI);
|
||
|
}
|
||
|
|
||
|
float CurveEaseIn(float v) {
|
||
|
return 1 - cos(v * HALFPI);
|
||
|
}
|
||
|
// -------------------------------------------------------------------------------- //
|
||
|
|
||
|
// -------------------------------------------------------------------------------- //
|
||
|
// Default Vertex Shader
|
||
|
struct VertDataIn {
|
||
|
float4 pos : POSITION;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
struct VertDataOut {
|
||
|
float4 pos : POSITION;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
VertDataOut VSDefault(VertDataIn v_in)
|
||
|
{
|
||
|
VertDataOut vert_out;
|
||
|
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
|
||
|
vert_out.uv = v_in.uv;
|
||
|
return vert_out;
|
||
|
}
|
||
|
// -------------------------------------------------------------------------------- //
|
||
|
|
||
|
// -------------------------------------------------------------------------------- //
|
||
|
// Shadow Effects (Inner, Outer)
|
||
|
uniform float4 pShadowColor;
|
||
|
uniform float pShadowMin;
|
||
|
uniform float pShadowMax;
|
||
|
uniform float2 pShadowOffset;
|
||
|
|
||
|
float4 PSShadowOuter(VertDataOut v_in) : TARGET
|
||
|
{
|
||
|
float2 dist_ex = pSDFTexture.Sample(sdfSampler, v_in.uv + pShadowOffset).rg * MAX_DISTANCE;
|
||
|
float dist = dist_ex.r - dist_ex.g;
|
||
|
bool mask = (pImageTexture.Sample(imageSampler, v_in.uv).a <= pSDFThreshold);
|
||
|
|
||
|
if (!mask) {
|
||
|
return float4(0.0, 0.0, 0.0, 0.0);
|
||
|
}
|
||
|
|
||
|
float v = clamp((dist - pShadowMin) / (pShadowMax - pShadowMin), 0., 1.);
|
||
|
return float4(pShadowColor.r, pShadowColor.g, pShadowColor.b, (1.0 - v) * pShadowColor.a);
|
||
|
}
|
||
|
|
||
|
technique ShadowOuter
|
||
|
{
|
||
|
pass
|
||
|
{
|
||
|
vertex_shader = VSDefault(v_in);
|
||
|
pixel_shader = PSShadowOuter(v_in);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float4 PSShadowInner(VertDataOut v_in) : TARGET
|
||
|
{
|
||
|
float2 dist_ex = pSDFTexture.Sample(sdfSampler, v_in.uv + pShadowOffset).rg * MAX_DISTANCE;
|
||
|
float dist = dist_ex.g - dist_ex.r;
|
||
|
bool mask = (pImageTexture.Sample(imageSampler, v_in.uv).a > pSDFThreshold);
|
||
|
|
||
|
if (!mask) {
|
||
|
return float4(0.0, 0.0, 0.0, 0.0);
|
||
|
}
|
||
|
|
||
|
float v = clamp((dist - pShadowMin) / (pShadowMax - pShadowMin), 0., 1.);
|
||
|
return float4(pShadowColor.r, pShadowColor.g, pShadowColor.b, (1.0 - v) * pShadowColor.a);
|
||
|
}
|
||
|
|
||
|
technique ShadowInner
|
||
|
{
|
||
|
pass
|
||
|
{
|
||
|
vertex_shader = VSDefault(v_in);
|
||
|
pixel_shader = PSShadowInner(v_in);
|
||
|
}
|
||
|
}
|
||
|
// -------------------------------------------------------------------------------- //
|
||
|
|
||
|
// -------------------------------------------------------------------------------- //
|
||
|
// Glow
|
||
|
uniform float4 pGlowColor <
|
||
|
string name = "Glow Color";
|
||
|
string group = "Glow";
|
||
|
>;
|
||
|
uniform float pGlowWidth <
|
||
|
string name = "Glow Width";
|
||
|
string group = "Glow";
|
||
|
float minimum = 0.01;
|
||
|
float maximum = 16.0;
|
||
|
float delta = 0.01;
|
||
|
float default = 1.0;
|
||
|
>;
|
||
|
uniform float pGlowSharpness <
|
||
|
string name = "Glow Sharpness";
|
||
|
string group = "Glow";
|
||
|
float minimum = 0.01;
|
||
|
float maximum = 100.0;
|
||
|
float delta = 0.01;
|
||
|
float default = 1.0;
|
||
|
string set_expr = "x / 100.0";
|
||
|
>;
|
||
|
uniform float pGlowSharpnessInverse <
|
||
|
string name = "Glow Sharpness Inverse";
|
||
|
string group = "Glow";
|
||
|
string value_expr = "1.0 / (1.0 - pGlowSharpness)";
|
||
|
bool visible = false;
|
||
|
bool enabled = false;
|
||
|
>;
|
||
|
|
||
|
float4 GlowShared(float dist) {
|
||
|
|
||
|
// Calculate correct gradient value and also take into account glow alpha to not delete information.
|
||
|
float v = clamp((GradientFromValue(dist, 0, pGlowWidth) - pGlowSharpness) * pGlowSharpnessInverse, 0.0, 1.0);
|
||
|
return float4(pGlowColor.r, pGlowColor.g, pGlowColor.b, pGlowColor.a * (1.0 - v));
|
||
|
}
|
||
|
|
||
|
float4 PSGlowOuter(VertDataOut v_in) : TARGET
|
||
|
{
|
||
|
float dist = pSDFTexture.Sample(sdfSampler, v_in.uv).r * MAX_DISTANCE;
|
||
|
bool mask = (pImageTexture.Sample(imageSampler, v_in.uv).a <= pSDFThreshold);
|
||
|
|
||
|
if (!mask) {
|
||
|
return float4(0.0, 0.0, 0.0, 0.0);
|
||
|
}
|
||
|
|
||
|
return GlowShared(dist);
|
||
|
}
|
||
|
|
||
|
technique GlowOuter
|
||
|
{
|
||
|
pass
|
||
|
{
|
||
|
vertex_shader = VSDefault(v_in);
|
||
|
pixel_shader = PSGlowOuter(v_in);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float4 PSGlowInner(VertDataOut v_in) : TARGET
|
||
|
{
|
||
|
float dist = pSDFTexture.Sample(sdfSampler, v_in.uv).g * MAX_DISTANCE;
|
||
|
bool mask = (pImageTexture.Sample(imageSampler, v_in.uv).a > pSDFThreshold);
|
||
|
|
||
|
if (!mask) {
|
||
|
return float4(0.0, 0.0, 0.0, 0.0);
|
||
|
}
|
||
|
|
||
|
return GlowShared(dist);
|
||
|
}
|
||
|
|
||
|
technique GlowInner
|
||
|
{
|
||
|
pass
|
||
|
{
|
||
|
vertex_shader = VSDefault(v_in);
|
||
|
pixel_shader = PSGlowInner(v_in);
|
||
|
}
|
||
|
}
|
||
|
// -------------------------------------------------------------------------------- //
|
||
|
|
||
|
// -------------------------------------------------------------------------------- //
|
||
|
// Outline
|
||
|
uniform float4 pOutlineColor <
|
||
|
string name = "Outline Color";
|
||
|
string group = "Outline";
|
||
|
>;
|
||
|
uniform float pOutlineWidth <
|
||
|
string name = "Outline Width";
|
||
|
string group = "Outline";
|
||
|
float minimum = 0.01;
|
||
|
float maximum = 16.0;
|
||
|
float delta = 0.01;
|
||
|
float default = 1.0;
|
||
|
>;
|
||
|
uniform float pOutlineOffset <
|
||
|
string name = "Outline Offset";
|
||
|
string group = "Outline";
|
||
|
float minimum = -16.0;
|
||
|
float maximum = 16.0;
|
||
|
float delta = 0.01;
|
||
|
float default = 0.0;
|
||
|
>;
|
||
|
uniform float pOutlineSharpness <
|
||
|
string name = "Outline Sharpness";
|
||
|
string group = "Outline";
|
||
|
float minimum = 0.01;
|
||
|
float maximum = 100.0;
|
||
|
float delta = 0.01;
|
||
|
float default = 1.0;
|
||
|
string set_expr = "x / 100.0";
|
||
|
>;
|
||
|
uniform float pOutlineSharpnessInverse <
|
||
|
string name = "Outline Sharpness Inverse";
|
||
|
string group = "Outline";
|
||
|
string value_expr = "1.0 / (1.0 - pOutlineSharpness)";
|
||
|
bool visible = false;
|
||
|
bool enabled = false;
|
||
|
>;
|
||
|
|
||
|
float4 PSOutline(VertDataOut v_in) : TARGET
|
||
|
{
|
||
|
// Sample Input and SDF
|
||
|
float4 tex_input = pImageTexture.Sample(imageSampler, v_in.uv);
|
||
|
float4 tex_sdf = pSDFTexture.Sample(sdfSampler, v_in.uv);
|
||
|
|
||
|
// Expand SDF range to full.
|
||
|
float2 sdf = tex_sdf.rg * float2(MAX_DISTANCE, MAX_DISTANCE);
|
||
|
|
||
|
// Calculate distance.
|
||
|
float dist = sdf.r - sdf.g;
|
||
|
|
||
|
// Calculate where we are in the outline.
|
||
|
// We can use any of the following gradient functions: https://www.desmos.com/calculator/bmbrncaiem
|
||
|
/// Base Curve
|
||
|
float n = clamp(abs(dist - pOutlineOffset) / pOutlineWidth, 0.0, 1.0);
|
||
|
/// Sharpness Curve
|
||
|
float y1 = clamp((n - pOutlineSharpness) * pOutlineSharpnessInverse, 0.0, 1.0);
|
||
|
float y2 = cos((y1 - 1) * PI) * 0.5 + 0.5;
|
||
|
float y3 = sin(y1 * (PI / 2));
|
||
|
float y4 = sin((y1 - 1) * (PI / 2)) + 1.0;
|
||
|
|
||
|
// Blend by Color.a so that our outline doesn't delete information.
|
||
|
float l = 1.0 - ((1.0 - y1) * pOutlineColor.a);
|
||
|
|
||
|
return lerp(pOutlineColor, tex_input, l);
|
||
|
}
|
||
|
|
||
|
technique Outline
|
||
|
{
|
||
|
pass
|
||
|
{
|
||
|
vertex_shader = VSDefault(v_in);
|
||
|
pixel_shader = PSOutline(v_in);
|
||
|
}
|
||
|
}
|
||
|
// -------------------------------------------------------------------------------- //
|
||
|
|