obs-StreamFX/data/effects/color-grade.effect

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// Parameters
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float4 pLift;
uniform float4 pGamma;
uniform float4 pGain;
uniform float4 pOffset;
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uniform int pTintDetection; // 0 = HSV, 1 = HSL, 2 = YUV HD SDR
uniform int pTintMode; // 0 = Linear, 1 = Exp, 2 = Exp2, 3 = Log, 4 = Log10
uniform float pTintExponent;
uniform float3 pTintLow;
uniform float3 pTintMid;
uniform float3 pTintHig;
uniform float4 pCorrection;
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#define TINT_DETECTION_HSV 0
#define TINT_DETECTION_HSL 1
#define TINT_DETECTION_YUV_SDR 2
#define TINT_MODE_LINEAR 0
#define TINT_MODE_EXP 1
#define TINT_MODE_EXP2 2
#define TINT_MODE_LOG 3
#define TINT_MODE_LOG10 4
#define C_e 2,7182818284590452353602874713527
#define C_log2_e 1.4426950408889634073599246810019 // Windows calculator: log(e(1)) / log(2)
// Data
sampler_state def_sampler {
Filter = Point;
AddressU = Clamp;
AddressV = Clamp;
MinLOD = 0;
MaxLOD = 0;
};
struct VertDataIn {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct VertDataOut {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertDataOut VSDefault(VertDataIn v)
{
VertDataOut ov;
ov.pos = mul(float4(v.pos.xyz, 1.0), ViewProj);
ov.uv = v.uv;
return ov;
}
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// Utility functions -----------------------------------------------------------
float4 RGBtoYUV(float4 rgba, float3x3 yuv) {
return float4(
rgba.r * yuv._m00 + rgba.g * yuv._m01 + rgba.b * yuv._m02,
rgba.r * yuv._m10 + rgba.g * yuv._m11 + rgba.b * yuv._m12,
rgba.r * yuv._m20 + rgba.g * yuv._m21 + rgba.b * yuv._m22,
rgba.a
) + float4(0,0.5,0.5,0);
}
float4 YUVtoRGB(float4 yuva, float3x3 yuvi) {
yuva.gb -= 0.5;
return float4(
yuva.r * yuvi._m00 + yuva.g * yuvi._m01 + yuva.b * yuvi._m02,
yuva.r * yuvi._m10 + yuva.g * yuvi._m11 + yuva.b * yuvi._m12,
yuva.r * yuvi._m20 + yuva.g * yuvi._m21 + yuva.b * yuvi._m22,
yuva.a);
}
float4 RGBtoHSV(float4 RGBA) {
const float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
const float e = 1.0e-10;
float4 p = lerp(float4(RGBA.bg, K.wz), float4(RGBA.gb, K.xy), step(RGBA.b, RGBA.g));
float4 q = lerp(float4(p.xyw, RGBA.r), float4(RGBA.r, p.yzx), step(p.x, RGBA.r));
float d = q.x - min(q.w, q.y);
return float4(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x, RGBA.a);
}
float4 HSVtoRGB(float4 HSVA) {
const float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float4 v = float4(0,0,0,0);
v.rgb = HSVA.z * lerp(K.xxx, clamp(abs(frac(HSVA.xxx + K.xyz) * 6.0 - K.www) - K.xxx, 0.0, 1.0), HSVA.y);
v.a = HSVA.a;
return v;
}
float4 HSLtoRGB(float4 HSLA) {
float3 rgb = clamp(
abs(
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fmod(
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HSLA.x * 6.0 + float3(0.0, 4.0, 2.0),
6.0
) - 3.0
) - 1.0,
0.0,
1.0
);
return float4(HSLA.z + HSLA.y * (rgb - 0.5) * (1.0 - abs(2.0 * HSLA.z - 1.0)), HSLA.a);
}
float4 RGBtoHSL(float4 RGBA) {
float h = 0.0;
float s = 0.0;
float l = 0.0;
float r = RGBA.r;
float g = RGBA.g;
float b = RGBA.b;
float cMin = min( r, min( g, b ) );
float cMax = max( r, max( g, b ) );
l = ( cMax + cMin ) / 2.0;
if ( cMax > cMin ) {
float cDelta = cMax - cMin;
//s = l < .05 ? cDelta / ( cMax + cMin ) : cDelta / ( 2.0 - ( cMax + cMin ) ); Original
s = l < .0 ? cDelta / ( cMax + cMin ) : cDelta / ( 2.0 - ( cMax + cMin ) );
if ( r == cMax ) {
h = ( g - b ) / cDelta;
} else if ( g == cMax ) {
h = 2.0 + ( b - r ) / cDelta;
} else {
h = 4.0 + ( r - g ) / cDelta;
}
if ( h < 0.0) {
h += 6.0;
}
h = h / 6.0;
}
return float4( h, s, l, RGBA.a );
}
// Actual Code -----------------------------------------------------------------
float4 Lift(float4 v)
{
v.rgb = pLift.aaa + v.rgb;
v.rgb = pLift.rgb + v.rgb;
return v;
}
float4 Gamma(float4 v)
{
v.rgb = pow(pow(v.rgb, pGamma.rgb), pGamma.aaa);
return v;
}
float4 Gain(float4 v)
{
v.rgb *= pGain.rgb;
v.rgb *= pGain.a;
return v;
}
float4 Offset(float4 v)
{
v.rgb = pOffset.aaa + v.rgb;
v.rgb = pOffset.rgb + v.rgb;
return v;
}
float4 Tint(float4 v)
{
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float value = 0.;
if (pTintDetection == TINT_DETECTION_HSV) { // HSV
value = RGBtoHSV(v).z;
} else if (pTintDetection == TINT_DETECTION_HSL) { // HSL
value = RGBtoHSL(v).z;
} else if (pTintDetection == TINT_DETECTION_YUV_SDR) { // YUV HD SDR
const float3x3 mYUV709n = { // Normalized
0.2126, 0.7152, 0.0722,
-0.1145721060573399, -0.3854278939426601, 0.5,
0.5, -0.4541529083058166, -0.0458470916941834
};
value = RGBtoYUV(v, mYUV709n).r;
}
if (pTintMode == TINT_MODE_LINEAR) { // Linear
} else if (pTintMode == TINT_MODE_EXP) { // Exp
value = 1.0 - exp2(value * pTintExponent * -C_log2_e);
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} else if (pTintMode == TINT_MODE_EXP2) { // Exp2
value = 1.0 - exp2(value * value * pTintExponent * pTintExponent * -C_log2_e);
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} else if (pTintMode == TINT_MODE_LOG) { // Log
value = (log2(value) + 2.) / 2.333333;
} else if (pTintMode == TINT_MODE_LOG10) { // Log10
value = (log10(value) + 1.) / 2.;
}
float3 tint = float3(0,0,0);
if (value > 0.5) {
tint = lerp(pTintMid, pTintHig, value * 2.0 - 1.0);
} else {
tint = lerp(pTintLow, pTintMid, value * 2.0);
}
v.rgb *= tint;
return v;
}
float4 Correction(float4 v)
{
float4 v1 = RGBtoHSV(v);
v1.r += pCorrection.r;
v1.g *= pCorrection.g;
v1.b *= pCorrection.b;
float4 v2 = HSVtoRGB(v1);
v2.rgb = ((v2.rgb - 0.5) * max(pCorrection.a, 0)) + 0.5;
return v2;
}
float4 PSColorGrade(VertDataOut v) : TARGET
{
return Correction(Tint(Offset(Gain(Gamma(Lift(image.Sample(def_sampler, v.uv)))))));
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v);
pixel_shader = PSColorGrade(v);
}
}