mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-24 20:35:12 +00:00
138 lines
3.1 KiB
Text
138 lines
3.1 KiB
Text
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// Parameters:
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/// OBS Default
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uniform float4x4 ViewProj;
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/// Texture
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uniform texture2d pImage;
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uniform float2 pImageTexel;
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/// Blur
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uniform float pSize;
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uniform float pSizeInverseMul;
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uniform float pAngle;
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uniform float2 pCenter;
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uniform float2 pStepScale;
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#define MAX_BLUR_SIZE 128
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// Sampler
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sampler_state linearSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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MinLOD = 0;
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MaxLOD = 0;
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};
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// Default Vertex Shader and Data
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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 vtx) {
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VertDataOut vert_out;
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vert_out.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
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vert_out.uv = vtx.uv;
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return vert_out;
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}
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// Blur 1 Dimensional
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float4 PSBlur1D(VertDataOut vtx) : TARGET {
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float4 final = pImage.Sample(linearSampler, vtx.uv);
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// Loop unrolling is only possible with a fixed known maximum.
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// Some compilers may unroll up to x iterations, but most will not.
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for (int n = 1; n <= MAX_BLUR_SIZE; n++) {
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float2 nstep = (pImageTexel * pStepScale) * n;
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final += pImage.Sample(linearSampler, vtx.uv + nstep);
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final += pImage.Sample(linearSampler, vtx.uv - nstep);
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if (n >= pSize) {
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break;
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}
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}
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final *= pSizeInverseMul;
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return final;
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}
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technique Draw {
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pass {
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSBlur1D(vtx);
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}
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}
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// Blur Rotation
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float2 rotate(float2 pt, float angle) {
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float cp = cos(angle);
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float sp = sin(angle);
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float sn = -sp;
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return float2((pt.x * cp) + (pt.y * sn), (pt.x * sp) + (pt.y * cp));
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}
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float2 rotateAround(float2 pt, float2 cpt, float angle) {
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return rotate(pt - cpt, angle) + cpt;
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}
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float4 PSRotate(VertDataOut vtx) : TARGET {
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float4 final = pImage.Sample(linearSampler, vtx.uv);
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float angstep = pAngle * pStepScale.x;
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// Loop unrolling is only possible with a fixed known maximum.
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// Some compilers may unroll up to x iterations, but most will not.
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for (int n = 1; n <= MAX_BLUR_SIZE; n++) {
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final += pImage.Sample(linearSampler, rotateAround(vtx.uv, pCenter, angstep * n));
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final += pImage.Sample(linearSampler, rotateAround(vtx.uv, pCenter, angstep * -n));
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if (n >= pSize) {
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break;
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}
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}
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final *= pSizeInverseMul;
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return final;
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}
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technique Rotate {
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pass {
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSRotate(vtx);
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}
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}
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// Blur Zoom
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float4 PSZoom(VertDataOut vtx) : TARGET {
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float4 final = pImage.Sample(linearSampler, vtx.uv);
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// step is calculated from the direction relative to the center
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float2 dir = normalize(vtx.uv - pCenter) * pStepScale * pImageTexel;
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float dist = distance(vtx.uv, pCenter);
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// Loop unrolling is only possible with a fixed known maximum.
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// Some compilers may unroll up to x iterations, but most will not.
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for (int n = 1; n <= MAX_BLUR_SIZE; n++) {
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final += pImage.Sample(linearSampler, vtx.uv + (dir * n) * dist);
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final += pImage.Sample(linearSampler, vtx.uv + (dir * -n) * dist);
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if (n >= pSize) {
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break;
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}
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}
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final *= pSizeInverseMul;
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return final;
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}
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technique Zoom {
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pass {
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSZoom(vtx);
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}
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}
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