obs-StreamFX/data/effects/color-grade.effect

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// Parameters
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float4 pLift;
uniform float4 pGamma;
uniform float4 pGain;
uniform float4 pOffset;
uniform float3 pTintLow;
uniform float3 pTintMid;
uniform float3 pTintHig;
uniform float4 pCorrection;
// Data
sampler_state def_sampler {
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)
{
VertDataOut ov;
ov.pos = mul(float4(v.pos.xyz, 1.0), ViewProj);
ov.uv = v.uv;
return ov;
}
float4 Lift(float4 v)
{
v.rgb = pLift.aaa + v.rgb;
v.rgb = pLift.rgb + v.rgb;
return v;
}
float4 Gamma(float4 v)
{
v.rgb = pow(pow(v.rgb, pGamma.rgb), pGamma.aaa);
return v;
}
float4 Gain(float4 v)
{
v.rgb *= pGain.rgb;
v.rgb *= pGain.a;
return v;
}
float4 Offset(float4 v)
{
v.rgb = pOffset.aaa + v.rgb;
v.rgb = pOffset.rgb + v.rgb;
return v;
}
float4 RGBtoHSV(float4 RGBA) {
const float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
const float e = 1.0e-10;
float4 p = lerp(float4(RGBA.bg, K.wz), float4(RGBA.gb, K.xy), step(RGBA.b, RGBA.g));
float4 q = lerp(float4(p.xyw, RGBA.r), float4(RGBA.r, p.yzx), step(p.x, RGBA.r));
float d = q.x - min(q.w, q.y);
return float4(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x, RGBA.a);
}
float4 HSVtoRGB(float4 HSVA) {
const float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float4 v = float4(0,0,0,0);
v.rgb = HSVA.z * lerp(K.xxx, clamp(abs(frac(HSVA.xxx + K.xyz) * 6.0 - K.www) - K.xxx, 0.0, 1.0), HSVA.y);
v.a = HSVA.a;
return v;
}
float4 Tint(float4 v)
{
float4 v1 = RGBtoHSV(v);
float3 tint = float3(0,0,0);
if (v1.b > 0.5) {
tint = lerp(pTintMid, pTintHig, v1.b * 2.0 - 1.0);
} else {
tint = lerp(pTintLow, pTintMid, v1.b * 2.0);
}
v.rgb *= tint;
return v;
}
float4 Correction(float4 v)
{
float4 v1 = RGBtoHSV(v);
v1.r += pCorrection.r;
v1.g *= pCorrection.g;
v1.b *= pCorrection.b;
float4 v2 = HSVtoRGB(v1);
v2.rgb = ((v2.rgb - 0.5) * max(pCorrection.a, 0)) + 0.5;
return v2;
}
float4 PSColorGrade(VertDataOut v) : TARGET
{
return Correction(Tint(Offset(Gain(Gamma(Lift(image.Sample(def_sampler, v.uv)))))));
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v);
pixel_shader = PSColorGrade(v);
}
}