obs-StreamFX/data/effects/sdf-shadow.effect

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// OBS Default
uniform float4x4 ViewProj;
// Inputs
uniform texture2d _sdf;
uniform texture2d _image;
uniform float _inner_min;
uniform float _inner_max;
uniform float2 _inner_offset;
uniform float4 _inner_color;
uniform float _outer_min;
uniform float _outer_max;
uniform float2 _outer_offset;
uniform float4 _outer_color;
uniform float _threshold;
#define NEAR_INFINITE 18446744073709551616.0
sampler_state sdfSampler {
Filter = Trilinear;
AddressU = Clamp;
AddressV = Clamp;
};
sampler_state imageSampler {
Filter = Trilinear;
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 PS_SDFShadow_v1(VertDataOut v_in) : TARGET
{
float4 final = _image.Sample(imageSampler, v_in.uv);
if (_inner_max > 0 && final.a >= _threshold) {
float inner_dist = _sdf.Sample(sdfSampler, v_in.uv + _inner_offset).g;
float range = (_inner_max - _inner_min);
float str = clamp(inner_dist - _inner_min, 0, range) / range;
final = lerp(_inner_color, final, str);
}
if (_outer_max > 0 && final.a < _threshold) {
float outer_dist = _sdf.Sample(sdfSampler, v_in.uv + _outer_offset).r;
float range = (_outer_max - _outer_min);
float str = clamp(outer_dist - _outer_min, 0, range) / range;
final = lerp(_outer_color, float4(_outer_color.r, _outer_color.g, _outer_color.b, 0.0), str);
}
return final;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PS_SDFShadow_v1(v_in);
}
}