mirror of https://github.com/Xaymar/obs-StreamFX
86 lines
1.6 KiB
Plaintext
86 lines
1.6 KiB
Plaintext
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uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform int size;
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uniform float2 texel;
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sampler_state textureSampler {
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Filter = Point;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertDataIn {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct VertDataOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertDataOut VSDefault(VertDataIn v_in)
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{
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VertDataOut vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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// Box Blur
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float4 PSBox(VertDataOut v_in) : TARGET
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{
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float4 rgba = float4(0,0,0,0); //image.Sample(textureSampler, v_in.uv);
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float trueWidth = 1 + (size * 2);
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for (int k = -size; k <= size; k++) {
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rgba += image.Sample(textureSampler, v_in.uv + (texel * k));
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}
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rgba = rgba / trueWidth;
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return rgba;
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}
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technique Box
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{
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pass Horizontal
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSBox(v_in);
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}
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pass Vertical
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSBox(v_in);
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}
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}
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// Gaussian Blur
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float Gaussian(float x, float deviation) {
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return (1.0 / sqrt(2.0 * 3.141592 * deviation)) * exp(-((x * x) / (2.0 * deviation)));
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}
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float4 PSGaussian(VertDataOut v_in) : TARGET
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{
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float4 rgba = float4(0, 0, 0, 0);
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float trueWidth = 1.0 + (size * 2);
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for (int k = -size; k <= size; k++) {
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float4 smpl = image.Sample(textureSampler, v_in.uv + (texel * k));
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smpl *= Gaussian(k / trueWidth, 1.0);
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rgba += smpl;
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}
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return rgba;
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}
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technique Gaussian
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{
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pass Horizontal
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSGaussian(v_in);
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}
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pass Vertical
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSGaussian(v_in);
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}
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}
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