mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-10 22:05:06 +00:00
76 lines
1.7 KiB
Text
76 lines
1.7 KiB
Text
|
// 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);
|
||
|
}
|
||
|
}
|