2023-02-28 01:15:26 +00:00
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// AUTOGENERATED COPYRIGHT HEADER START
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// Copyright (C) 2020-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
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// AUTOGENERATED COPYRIGHT HEADER END
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2020-05-13 06:41:32 +00:00
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// --------------------------------------------------------------------------------
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// Uniforms set by libobs
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uniform float4x4 ViewProj<
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bool automatic = true;
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>;
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// --------------------------------------------------------------------------------
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// Uniforms set by StreamFX
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uniform float4 Time<
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bool automatic = true;
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>;
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uniform float4 ViewSize<
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bool automatic = true;
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>;
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// Filters, Transitions
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uniform texture2d InputA<
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bool automatic = true;
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>;
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// Transitions
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uniform texture2d InputB<
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bool automatic = true;
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>;
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uniform float TransitionTime<
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bool automatic = true;
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>;
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// --------------------------------------------------------------------------------
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// Parameters
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uniform bool BoolParameter = false;
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uniform float FloatParameter<
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string name = "Float Parameter";
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string description = "This is a 32-bit floating point value.";
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string field_type = "input";
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string suffix = " %";
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float minimum = -100.;
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float maximum = 100.;
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float step = .5;
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float scale = .01;
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> = 0.;
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uniform float2 Float2Parameter<
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string name = "Float2 Parameter";
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string description = "This is a 32-bit floating point value.";
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string field_type = "input";
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string suffix = " %";
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float2 minimum = {-100., -100.};
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float2 maximum = {100., 100.};
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float2 step = {.5, .5};
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float2 scale = {.01, .01};
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> = {0., 0.};
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uniform float3 Float3Parameter = {0., 0., 0.};
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uniform float4 Float4Parameter = {0., 0., 0., 0.};
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uniform int IntParameter<
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string name = "Enum Parameter";
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string description = "This parameter is an enumeration";
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string field_type = "enum";
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// Enumeration
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int enum = 4;
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int enum_0 = 0;
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string enum_0_name = "Null";
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int enum_1 = 1;
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string enum_1_name = "One";
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int enum_2 = 2;
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string enum_2_name = "Two";
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int enum_3 = 4;
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string enum_3_name = "Four";
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> = 0;
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uniform int2 Int2Parameter = {0, 0};
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uniform int3 Int3Parameter = {0, 0, 0};
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uniform int4 Int4Parameter = {0, 0, 0, 0};
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// --------------------------------------------------------------------------------
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// Vertex Processing
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struct VertexData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertexData VSDefault(VertexData vtx) {
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vtx.pos = mul(float4(vtx.pos.xyz, 1.), ViewProj);
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return vtx;
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};
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// --------------------------------------------------------------------------------
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// Default Technique
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float4 PSDefault(VertexData vtx) : TARGET {
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if (BoolParameter)
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vtx.uv += 1.;
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vtx.uv += FloatParameter;
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vtx.uv += Float2Parameter;
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vtx.uv += Float3Parameter.xy * Float3Parameter.zz;
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vtx.uv += Float4Parameter.xy * Float4Parameter.zz;
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if (IntParameter == 1) {
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return float4(1., 0., 0., 1.);
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} else if (IntParameter == 2) {
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return float4(0., 1., 0., 1.);
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} else if (IntParameter == 4) {
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return float4(0., 0., 1., 1.);
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}
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return float4(0., 0., 0., 1.);
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSDefault(vtx);
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}
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}
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