mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-11 06:15:05 +00:00
192 lines
4 KiB
Text
192 lines
4 KiB
Text
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uniform matrix4 ViewProj;
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uniform texture2d image;
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uniform float2 imageTexel;
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uniform float strength;
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sampler_state pointSampler {
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Filter = Point;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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sampler_state linearSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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sampler_state bilinearSampler {
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Filter = Bilinear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertDataIn {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct VertDataOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertDataOut VSDefault(VertDataIn v_in)
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{
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VertDataOut vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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float4 PSPoint(VertDataOut v_in) : TARGET
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{
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return pointSampler(image, v_in.uv);
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}
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float4 PSLinear(VertDataOut v_in) : TARGET
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{
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return linearSampler(image, v_in.uv);
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}
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float4 PSBilinear(VertDataOut v_in) : TARGET
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{
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return bilinearSampler(image, v_in.uv);
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}
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float4 PSSharpen(VertDataOut v_in) : TARGET
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{
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float2 ul, ur, dl, dr, u, d, l, r;
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ul = float2(-imageTexel.x, -imageTexel.y);
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ur = float2(imageTexel.x, -imageTexel.y);
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dl = -ur;
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dr = -ul;
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u = float2(0, -imageTexel.y);
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d = -u;
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l = float2(-imageTexel.x, 0);
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r = -l;
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float4 tl, tc, tr, cl, cc, cr, bl, bc, br;
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tl = pointSampler(image, v_in.uv + ul);
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tc = pointSampler(image, v_in.uv + u);
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tr = pointSampler(image, v_in.uv + ur);
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cl = pointSampler(image, v_in.uv + l);
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cc = pointSampler(image, v_in.uv);
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cr = pointSampler(image, v_in.uv + r);
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bl = pointSampler(image, v_in.uv + dl);
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bc = pointSampler(image, v_in.uv + d);
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br = pointSampler(image, v_in.uv + dr);
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float kernel1, kernel2, kernel3;
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kernel1 = -0.25 * strength;
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kernel2 = -0.50 * strength;
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kernel3 = abs(kernel1 * 4) + abs(kernel2 * 4);
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return (tl * kernel1) + (tr * kernel1) + (bl * kernel1) + (br * kernel1) + (cl * kernel2) + (cr * kernel2) + (uc * kernel2) + (dc * kernel2) + (cc * kernel3);
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}
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float4 PSSmoothen(VertDataOut v_in) : TARGET
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{
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// If we use bilinear and linear sampling, we can get away with just 4 total sampler queries.
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// 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.
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float3 smoothKernel3 = float3(0.0574428, 0.0947072, 0.3914000);
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float2 ul, ur, dl, dr, u, d, l, r;
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float4 tl, tc, tr, cl, cc, cr, bl, bc, br;
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float limitstr = clamp(strength, 0.0, 1.0);
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ul = float2(-imageTexel.x, -imageTexel.y);
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ur = float2(imageTexel.x, -imageTexel.y);
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dl = -ur;
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dr = -ul;
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u = float2(0, -imageTexel.y);
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d = -u;
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l = float2(-imageTexel.x, 0);
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r = -l;
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tl = pointSampler(image, v_in.uv + ul) * smoothKernel3[0];
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tc = pointSampler(image, v_in.uv + u) * smoothKernel3[1];
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tr = pointSampler(image, v_in.uv + ur) * smoothKernel3[0];
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cl = pointSampler(image, v_in.uv + l) * smoothKernel3[1];
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cc = pointSampler(image, v_in.uv) * smoothKernel3[2];
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cr = pointSampler(image, v_in.uv + r) * smoothKernel3[1];
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bl = pointSampler(image, v_in.uv + dl) * smoothKernel3[0];
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bc = pointSampler(image, v_in.uv + d) * smoothKernel3[1];
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br = pointSampler(image, v_in.uv + dr) * smoothKernel3[0];
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return tl + tc + tr + cl + cc + cr + bl + bc + br;
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}
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float4 PSBicubic(VertDataOut v_in) : TARGET
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{
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return float4(1.0, 0.0, 1.0, 1.0);
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}
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float4 PSLanczos(VertDataOut v_in) : TARGET
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{
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return float4(1.0, 0.0, 1.0, 1.0);
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}
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technique Point
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSPoint(v_in);
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}
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}
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technique Linear
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSLinear(v_in);
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}
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}
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technique Bilinear
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSBilinear(v_in);
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}
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}
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technique Sharpen
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSSharpen(v_in);
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}
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}
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technique Smoothen
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSSmoothen(v_in);
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}
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}
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technique Bicubic
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSBicubic(v_in);
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}
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}
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technique Lanczos
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSLanczos(v_in);
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}
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}
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