obs-StreamFX/data/effects/mipgen.effect

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2018-09-28 09:48:06 +00:00
uniform float4x4 ViewProj;
uniform texture2d image;
uniform int level;
uniform float2 imageTexel;
uniform float strength;
sampler_state pointSampler {
Filter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
sampler_state linearSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
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;
}
float4 PSPoint(VertDataOut v_in) : TARGET
{
return image.SampleLevel(pointSampler, v_in.uv, level);
}
float4 PSLinear(VertDataOut v_in) : TARGET
{
return image.SampleLevel(linearSampler, v_in.uv, level);
}
float4 PSSharpen(VertDataOut v_in) : TARGET
{
float2 ul, ur, dl, dr, u, d, l, r;
ul = float2(-imageTexel.x, -imageTexel.y);
ur = float2(imageTexel.x, -imageTexel.y);
dl = -ur;
dr = -ul;
u = float2(0, -imageTexel.y);
d = -u;
l = float2(-imageTexel.x, 0);
r = -l;
float4 tl, tc, tr, cl, cc, cr, bl, bc, br;
tl = image.SampleLevel(pointSampler, v_in.uv + ul, level);
tc = image.SampleLevel(pointSampler, v_in.uv + u, level);
tr = image.SampleLevel(pointSampler, v_in.uv + ur, level);
cl = image.SampleLevel(pointSampler, v_in.uv + l, level);
cc = image.SampleLevel(pointSampler, v_in.uv, level);
cr = image.SampleLevel(pointSampler, v_in.uv + r, level);
bl = image.SampleLevel(pointSampler, v_in.uv + dl, level);
bc = image.SampleLevel(pointSampler, v_in.uv + d, level);
br = image.SampleLevel(pointSampler, v_in.uv + dr, level);
float kernel1, kernel2, kernel3;
kernel1 = -0.25 * strength;
kernel2 = -0.50 * strength;
kernel3 = abs(kernel1 * 4) + abs(kernel2 * 4);
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return (tl * kernel1) + (tr * kernel1) + (bl * kernel1) + (br * kernel1) + (cl * kernel2) + (cr * kernel2) + (tc * kernel2) + (bc * kernel2) + (cc * kernel3);
}
float4 PSSmoothen(VertDataOut v_in) : TARGET
{
// If we use linear sampling, we can get away with just 4 total sampler queries.
// However this is not a cheap implementation, it's just meant to be accurate so we do each sampler query and rely on the compiler.
float3 smoothKernel3 = float3(0.0574428, 0.0947072, 0.3914000);
float2 ul, ur, dl, dr, u, d, l, r;
float4 tl, tc, tr, cl, cc, cr, bl, bc, br;
float limitstr = clamp(strength, 0.0, 1.0);
ul = float2(-imageTexel.x, -imageTexel.y);
ur = float2(imageTexel.x, -imageTexel.y);
dl = -ur;
dr = -ul;
u = float2(0, -imageTexel.y);
d = -u;
l = float2(-imageTexel.x, 0);
r = -l;
tl = image.SampleLevel(pointSampler, v_in.uv + ul, level) * smoothKernel3[0];
tc = image.SampleLevel(pointSampler, v_in.uv + u, level) * smoothKernel3[1];
tr = image.SampleLevel(pointSampler, v_in.uv + ur, level) * smoothKernel3[0];
cl = image.SampleLevel(pointSampler, v_in.uv + l, level) * smoothKernel3[1];
cc = image.SampleLevel(pointSampler, v_in.uv, level) * smoothKernel3[2];
cr = image.SampleLevel(pointSampler, v_in.uv + r, level) * smoothKernel3[1];
bl = image.SampleLevel(pointSampler, v_in.uv + dl, level) * smoothKernel3[0];
bc = image.SampleLevel(pointSampler, v_in.uv + d, level) * smoothKernel3[1];
br = image.SampleLevel(pointSampler, v_in.uv + dr, level) * smoothKernel3[0];
return tl + tc + tr + cl + cc + cr + bl + bc + br;
}
float4 PSBicubic(VertDataOut v_in) : TARGET
{
return float4(1.0, 0.0, 1.0, 1.0);
}
float4 PSLanczos(VertDataOut v_in) : TARGET
{
return float4(1.0, 0.0, 1.0, 1.0);
}
technique Point
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSPoint(v_in);
}
}
technique Linear
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSLinear(v_in);
}
}
technique Sharpen
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSSharpen(v_in);
}
}
technique Smoothen
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSSmoothen(v_in);
}
}
technique Bicubic
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSBicubic(v_in);
}
}
technique Lanczos
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSLanczos(v_in);
}
}