obs-StreamFX/data/effects/bilateral-blur.effect

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// OBS Default
uniform float4x4 ViewProj;
// Settings (Shared)
uniform texture2d u_image;
uniform float2 u_imageSize;
uniform float2 u_imageTexel;
uniform int u_radius;
uniform int u_diameter;
uniform float2 u_texelDelta;
/// Region
uniform float regionLeft;
uniform float regionTop;
uniform float regionRight;
uniform float regionBottom;
uniform float regionFeather;
uniform float regionFeatherShift;
// Settings (Private)
uniform float bilateralSmoothing;
uniform float bilateralSharpness;
sampler_state textureSampler {
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_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;
}
// Bilateral Blur
float Bilateral(float x, float sigma) {
return 0.39894 * exp(-0.5 * (x*x) / (sigma*sigma)) / sigma;
}
float Bilateral3(float3 v, float sigma) {
// First part is Bilateral function (1.0 / (o * sqrt(2.0 * pivalue))) with o = 1
return 0.39894 * exp(-0.5 * dot(v,v) / (sigma*sigma)) / sigma;
}
float4 BlurFunc(float2 uv, float4 rgba) {
float2 uvOffset = float2(0, 0);
float Z = 0.0;
float bZ = 1.0 / Bilateral(0.0, bilateralSharpness);
float3 color = float3(0, 0, 0);
for (int k = 1; k <= u_radius; k++) {
uvOffset += u_texelDelta;
// Bilateral Kernel
float bKernel = Bilateral(abs(k), bilateralSmoothing);
bKernel *= bKernel;
float bZKernel = bZ * bKernel;
// Sample Color
float3 l_p = u_image.SampleLevel(textureSampler, uv + uvOffset, 0).rgb;
float3 l_n = u_image.SampleLevel(textureSampler, uv - uvOffset, 0).rgb;
// Bilateral Stuff
float l_factor_p = Bilateral3(l_p - rgba.rgb, bilateralSharpness) * bZKernel;
float l_factor_n = Bilateral3(l_n - rgba.rgb, bilateralSharpness) * bZKernel;
Z = Z + l_factor_p + l_factor_n;
// Store Color
color += l_p * l_factor_p;
color += l_n * l_factor_n;
}
return float4(color.rgb / Z, rgba.a);
}
float4 PSBilateral(VertDataOut v_in) : TARGET {
float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
return BlurFunc(v_in.uv, rgba);
}
float4 PSBilateralRegion(VertDataOut v_in) : TARGET {
float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
if ((v_in.uv.x < regionLeft)
|| (v_in.uv.x > regionRight)
|| (v_in.uv.y < regionTop)
|| (v_in.uv.y > regionBottom)) {
return rgba;
}
return BlurFunc(v_in.uv, rgba);
}
float4 PSBilateralRegionInvert(VertDataOut v_in) : TARGET {
float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
if ((v_in.uv.x > regionLeft)
&& (v_in.uv.x < regionRight)
&& (v_in.uv.y > regionTop)
&& (v_in.uv.y < regionBottom)) {
return rgba;
}
return BlurFunc(v_in.uv, rgba);
}
float4 PSBilateralRegionFeather(VertDataOut v_in) : TARGET {
float halfFeather = (regionFeather / 2.0);
float feather = max(regionFeather, 0.00000001);
float leftFeather = clamp(((v_in.uv.x - regionLeft + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
float rightFeather = clamp(((-(v_in.uv.x - regionRight) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
float topFeather = clamp(((v_in.uv.y - regionTop + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
float bottomFeather = clamp(((-(v_in.uv.y - regionBottom) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
float finalFeather = min(min(leftFeather, rightFeather), min(topFeather, bottomFeather));
float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
if (finalFeather <= 0.00001) {
return rgba;
} else if (finalFeather >= 0.99999) {
return BlurFunc(v_in.uv, rgba);
}
return lerp(rgba, BlurFunc(v_in.uv, rgba), finalFeather);
}
float4 PSBilateralRegionFeatherInvert(VertDataOut v_in) : TARGET {
float halfFeather = (regionFeather / 2.0);
float feather = max(regionFeather, 0.00000001);
float leftFeather = clamp(((v_in.uv.x - regionLeft + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
float rightFeather = clamp(((-(v_in.uv.x - regionRight) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
float topFeather = clamp(((v_in.uv.y - regionTop + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
float bottomFeather = clamp(((-(v_in.uv.y - regionBottom) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
float finalFeather = 1.0 - min(min(leftFeather, rightFeather), min(topFeather, bottomFeather));
float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
if (finalFeather <= 0.00001) {
return rgba;
} else if (finalFeather >= 0.99999) {
return BlurFunc(v_in.uv, rgba);
}
return lerp(rgba, BlurFunc(v_in.uv, rgba), finalFeather);
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSBilateral(v_in);
}
}
technique DrawRegion
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSBilateralRegion(v_in);
}
}
technique DrawRegionInvert
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSBilateralRegionInvert(v_in);
}
}
technique DrawRegionFeather
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSBilateralRegionFeather(v_in);
}
}
technique DrawRegionFeatherInvert
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSBilateralRegionFeatherInvert(v_in);
}
}