obs-StreamFX/data/filter-blur/filter.effect

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uniform float4x4 ViewProj;
uniform texture2d image;
uniform int size;
uniform float2 texel;
sampler_state textureSampler {
Filter = Point;
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;
}
// Box Blur
float4 PSBox(VertDataOut v_in) : TARGET
{
float4 rgba = float4(0,0,0,0); //image.Sample(textureSampler, v_in.uv);
float trueWidth = 1 + (size * 2);
for (int k = -size; k <= size; k++) {
rgba += image.Sample(textureSampler, v_in.uv + (texel * k));
}
rgba = rgba / trueWidth;
return rgba;
}
technique Box
{
pass Horizontal
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSBox(v_in);
}
pass Vertical
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSBox(v_in);
}
}
// Gaussian Blur
float Gaussian(float x, float deviation) {
return (1.0 / sqrt(2.0 * 3.141592 * deviation)) * exp(-((x * x) / (2.0 * deviation)));
}
float4 PSGaussian(VertDataOut v_in) : TARGET
{
float4 rgba = float4(0, 0, 0, 0);
float trueWidth = 1.0 + (size * 2);
for (int k = -size; k <= size; k++) {
float4 smpl = image.Sample(textureSampler, v_in.uv + (texel * k));
smpl *= Gaussian(k / trueWidth, 1.0);
rgba += smpl;
}
return rgba;
}
technique Gaussian
{
pass Horizontal
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSGaussian(v_in);
}
pass Vertical
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSGaussian(v_in);
}
}