mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-24 20:35:12 +00:00
137 lines
3.7 KiB
Text
137 lines
3.7 KiB
Text
|
// Parameters:
|
||
|
/// OBS Default
|
||
|
uniform float4x4 ViewProj;
|
||
|
/// Texture
|
||
|
uniform texture2d pImage;
|
||
|
uniform float2 pImageTexel;
|
||
|
/// Blur
|
||
|
uniform float pSize;
|
||
|
uniform float pAngle;
|
||
|
uniform float2 pCenter;
|
||
|
uniform float2 pStepScale;
|
||
|
/// Gaussian
|
||
|
uniform float4 pKernel[32];
|
||
|
|
||
|
#define MAX_BLUR_SIZE 128
|
||
|
|
||
|
// # Linear Optimization
|
||
|
// While the normal way is to sample every texel in the pSize, linear optimization
|
||
|
// takes advantage of the fact that most people, especially after compression,
|
||
|
// will not be able to tell the difference between a linear approximation and
|
||
|
// the actual thing.
|
||
|
//
|
||
|
// Instead of sampling every texel like this:
|
||
|
//
|
||
|
// |Tx|Tx|Tx|Tx|Tx|
|
||
|
// Tx|-2|-1| 0|+1|+2|
|
||
|
//
|
||
|
// Linear optimization will sample like this:
|
||
|
//
|
||
|
// |Tx|Tx|Tx|Tx|Tx|
|
||
|
// Tx| -1 | 0| +1 |
|
||
|
//
|
||
|
// This effectively removes half the necessary samples and looks identical when
|
||
|
// when used with box blur. However there is an edge case when the blur width
|
||
|
// is not a multiple of two, where two additional samples have to be spent on
|
||
|
// reading the outer edge:
|
||
|
//
|
||
|
// |Tx|Tx|Tx|Tx|Tx|Tx|Tx|
|
||
|
// Tx|-2| -1 | 0| +1 |+2|
|
||
|
//
|
||
|
// or this alternative pattern that uses two less samples:
|
||
|
//
|
||
|
// |Tx|Tx|Tx|Tx|Tx|Tx|Tx|
|
||
|
// Tx| 0 | +1 | +2 |+3|
|
||
|
//
|
||
|
// or this alternative pattern that also uses two less samples:
|
||
|
//
|
||
|
// |Tx|Tx|Tx|Tx|Tx|Tx|Tx|
|
||
|
// Tx| -2 | -1~~+1 | +2 |
|
||
|
//
|
||
|
// With careful planning this can even be used for other types of Blur, such as
|
||
|
// Gaussian Blur, which suffers a larger hit - however there are better and
|
||
|
// faster alternatives than linear sampling with Gaussian Blur, such as
|
||
|
// Dual Filtering ("Dual Kawase").
|
||
|
|
||
|
// Sampler
|
||
|
sampler_state linearSampler {
|
||
|
Filter = Linear;
|
||
|
AddressU = Clamp;
|
||
|
AddressV = Clamp;
|
||
|
MinLOD = 0;
|
||
|
MaxLOD = 0;
|
||
|
};
|
||
|
|
||
|
// Default Vertex Shader and Data
|
||
|
struct VertDataIn {
|
||
|
float4 pos : POSITION;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
struct VertDataOut {
|
||
|
float4 pos : POSITION;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
bool is_odd : TEXCOORD1;
|
||
|
};
|
||
|
|
||
|
VertDataOut VSDefault(VertDataIn vtx) {
|
||
|
VertDataOut vert_out;
|
||
|
vert_out.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
|
||
|
vert_out.uv = vtx.uv;
|
||
|
vert_out.is_odd = ((int(round(pSize)) % 2) == 1);
|
||
|
return vert_out;
|
||
|
}
|
||
|
|
||
|
// Functions
|
||
|
float GetKernelAt(int i) {
|
||
|
return ((float[4])(pKernel[floor(i/4)]))[i%4];
|
||
|
}
|
||
|
|
||
|
// Blur 1 Dimensional
|
||
|
float4 PSBlur1D(VertDataOut vtx) : TARGET {
|
||
|
float4 final = pImage.Sample(linearSampler, vtx.uv)
|
||
|
* GetKernelAt(0);
|
||
|
|
||
|
// y = yes, s = skip, b = break
|
||
|
// Size-> | 1| 2| 3| 4| 5| 6| 7|
|
||
|
// -------+--+--+--+--+--+--+--+
|
||
|
// n=1 | b| y| y| y| y| y| y|
|
||
|
// n=2 | |bs| s| s| s| s| s|
|
||
|
// n=3 | | b| b| y| y| y| y|
|
||
|
// n=4 | | | |bs| s| s| s|
|
||
|
// n=5 | | | | b| b| y| y|
|
||
|
// n=6 | | | | | |bs| s|
|
||
|
// n=7 | | | | | | b| b|
|
||
|
// n=8 | | | | | | | |
|
||
|
|
||
|
// Loop unrolling is only possible with a fixed known maximum.
|
||
|
// Some compilers may unroll up to x iterations, but most will not.
|
||
|
for (int n = 1; n <= MAX_BLUR_SIZE; n+=2) {
|
||
|
// Different from normal box, early exit instead of late exit.
|
||
|
if (n >= pSize) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// TODO: Determine better position than 0.5 for gaussian approximation.
|
||
|
float2 nstep = (pImageTexel * pStepScale) * (n + 0.5);
|
||
|
float kernel = GetKernelAt(n) + GetKernelAt(n + 1);
|
||
|
final += pImage.Sample(linearSampler, vtx.uv + nstep) * kernel;
|
||
|
final += pImage.Sample(linearSampler, vtx.uv - nstep) * kernel;
|
||
|
}
|
||
|
if (vtx.is_odd) {
|
||
|
float kernel = GetKernelAt(pSize);
|
||
|
float2 nstep = (pImageTexel * pStepScale) * pSize;
|
||
|
final += pImage.Sample(linearSampler, vtx.uv + nstep) * kernel;
|
||
|
final += pImage.Sample(linearSampler, vtx.uv - nstep) * kernel;
|
||
|
}
|
||
|
|
||
|
return final;
|
||
|
}
|
||
|
|
||
|
technique Draw {
|
||
|
pass {
|
||
|
vertex_shader = VSDefault(vtx);
|
||
|
pixel_shader = PSBlur1D(vtx);
|
||
|
}
|
||
|
}
|