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examples: New examples for Shader Texture parameters
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data/examples/shaders/filter/displace.effect
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data/examples/shaders/filter/displace.effect
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// Copyright 2021 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// 2. Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// 3. Neither the name of the copyright holder nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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#define IS_FILTER
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#include "../base.effect"
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//-----------------------------------------------------------------------------
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// Uniforms
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//-----------------------------------------------------------------------------
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uniform texture2d DisplacementMap<
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string name = "Displacement Map";
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string description = "A standard normal map to be used for displacement";
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string field_type = "input";
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>;
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uniform float DisplacementRange<
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string name = "Displacement Range";
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string field_type = "slider";
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string suffix = " px";
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float minimum = -1000.0;
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float maximum = 1000.0;
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float step = 0.01;
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float scale = 1.00;
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> = 10.0;
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//-----------------------------------------------------------------------------
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// Technique: Version_1_0
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//-----------------------------------------------------------------------------
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float4 DisplacementPixelShader_v1(VertexInformation vtx) : TARGET {
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// Calculate proper offset.
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// 1. Sample the DisplacementMap texture.
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float2 offset = DisplacementMap.Sample(LinearClampSampler, vtx.texcoord0.xy);
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// 2. Convert from [+0.0, +1.0] to [-0.5, +0.5].
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offset -= .5f;
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// 3. Fix the aliasing that happens with 8bpc normal maps, which also gives us the range [-1.0, +1.0].
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offset = floor(abs(offset * 255.f)) / 127.f * sign(offset);
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// 4. Scale to correct range specified by the user.
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offset *= DisplacementRange * ViewSize.zw;
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// 5. Calculate final sampled UV.
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float2 sample_uv = vtx.texcoord0.xy + offset;
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// Sample the Input texture at sample_uv.
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return InputA.Sample(LinearClampSampler, sample_uv);
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}
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technique Version_1_0 {
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = DisplacementPixelShader_v1(vtx);
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}
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}
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71
data/examples/shaders/source/flip-ab-texture.effect
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data/examples/shaders/source/flip-ab-texture.effect
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// Copyright 2021 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// 2. Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// 3. Neither the name of the copyright holder nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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#include "../base.effect"
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//-----------------------------------------------------------------------------
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// Uniforms
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//-----------------------------------------------------------------------------
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uniform texture2d TextureA<
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string field_type = "input";
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>;
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uniform texture2d TextureB<
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string field_type = "input";
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>;
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//-----------------------------------------------------------------------------
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// Technique: Flip
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//-----------------------------------------------------------------------------
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uniform float FlipRate<
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string name = "Flip Rate";
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string field_type = "slider";
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string suffix = " Hz";
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float minimum = 0.01;
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float maximum = 100.0;
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float step = 0.01;
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float scale = 1.00;
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> = 10.0;
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float4 PSWave(VertexInformation vtx) : TARGET {
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float flip_frequency = 1.f / FlipRate;
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if (fmod(Time.x, flip_frequency) < (flip_frequency / 2.f)) {
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return TextureA.Sample(LinearClampSampler, vtx.texcoord0.xy);
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} else {
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return TextureB.Sample(LinearClampSampler, vtx.texcoord0.xy);
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}
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}
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technique Flip {
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = PSWave(vtx);
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}
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}
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