obs-StreamFX/data/effects/channel-mask.effect

134 lines
3.5 KiB
Text
Raw Normal View History

// -------------------------------------------------------------------------------- //
// Parameters
/// Provided by OBS Studio.
uniform float4x4 ViewProj <
bool visible = false;
bool disabled = true;
>;
uniform texture2d pMaskInputA <
string name = "Mask Input A";
string description = "Input to mask.";
>;
uniform texture2d pMaskInputB <
string name = "Mask Input B";
string description = "Input to use as the mask.";
>;
uniform float4 pMaskBase <
string name = "Channel Base";
// float4 minimum = float4(-100.0, -100.0, -100.0, -100.0);
// float4 maximum = float4(100.0, 100.0, 100.0, 100.0);
// float4 default = float4(1, 1, 1, 1);
>;
uniform float4x4 pMaskMatrix <
string name = "Channel Matrix";
// float4 minimum = float4x4(
// -100, -100, -100, -100,
// -100, -100, -100, -100,
// -100, -100, -100, -100,
// -100, -100, -100, -100);
// float4 maximum = float4x4(
// 100, 100, 100, 100,
// 100, 100, 100, 100,
// 100, 100, 100, 100,
// 100, 100, 100, 100);
// float4 default = float4x4(
// 1, 0, 0, 0,
// 0, 1, 0, 0,
// 0, 0, 1, 0,
// 0, 0, 0, 1);
>;
/* pMaskMatrix Content:
* [Red,Green,Blue,Alpha] (Red)
* [Red,Green,Blue,Alpha] (Green)
* [Red,Green,Blue,Alpha] (Blue)
* [Red,Green,Blue,Alpha] (Alpha)
*/
uniform float4 pMaskMultiplier <
string name = "Channel Multiplier";
// float4 minimum = float4(-100, -100, -100, -100);
// float4 maximum = float4(100, 100, 100, 100);
// float4 default = float4(1, 1, 1, 1);
>;
// -------------------------------------------------------------------------------- //
// -------------------------------------------------------------------------------- //
// Samplers
sampler_state maskSamplerA {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
sampler_state maskSamplerB {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
// -------------------------------------------------------------------------------- //
// -------------------------------------------------------------------------------- //
// 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;
}
// -------------------------------------------------------------------------------- //
// -------------------------------------------------------------------------------- //
// Channel Masking
float4 PSChannelMask(VertDataOut v_in) : TARGET
{
// Sample both inputs at current UV.
float4 imageA = pMaskInputA.Sample(maskSamplerA, v_in.uv);
float4 imageB = pMaskInputB.Sample(maskSamplerB, v_in.uv);
// Assign the base value as the mask.
float4 mask = pMaskBase;
// pMaskMatrix[0] contains all the "x Value from Red Input"
mask += pMaskMatrix[0] * imageB.r;
// pMaskMatrix[1] contains all the "x Value from Green Input"
mask += pMaskMatrix[1] * imageB.g;
// pMaskMatrix[2] contains all the "x Value from Blue Input"
mask += pMaskMatrix[2] * imageB.b;
// pMaskMatrix[3] contains all the "x Value from Alpha Input"
mask += pMaskMatrix[3] * imageB.a;
// Multiply the mask value by the per channel multiplier.
mask *= pMaskMultiplier;
// And finally multiply the input image with the mask.
return imageA * mask;
}
technique Mask
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSChannelMask(v_in);
}
}
// -------------------------------------------------------------------------------- //