mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-11 06:15:05 +00:00
examples: New examples for Shader Texture parameters
This commit is contained in:
parent
4601df76d9
commit
1b573103cc
2 changed files with 148 additions and 0 deletions
77
data/examples/shaders/filter/displace.effect
Normal file
77
data/examples/shaders/filter/displace.effect
Normal file
|
@ -0,0 +1,77 @@
|
|||
// Copyright 2021 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
|
||||
//
|
||||
// Redistribution and use in source and binary forms, with or without
|
||||
// modification, are permitted provided that the following conditions are met:
|
||||
//
|
||||
// 1. Redistributions of source code must retain the above copyright notice,
|
||||
// this list of conditions and the following disclaimer.
|
||||
// 2. Redistributions in binary form must reproduce the above copyright notice,
|
||||
// this list of conditions and the following disclaimer in the documentation
|
||||
// and/or other materials provided with the distribution.
|
||||
// 3. Neither the name of the copyright holder nor the names of its contributors
|
||||
// may be used to endorse or promote products derived from this software
|
||||
// without specific prior written permission.
|
||||
//
|
||||
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
|
||||
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
||||
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
||||
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
||||
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
// POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
#define IS_FILTER
|
||||
#include "../base.effect"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Uniforms
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
uniform texture2d DisplacementMap<
|
||||
string name = "Displacement Map";
|
||||
string description = "A standard normal map to be used for displacement";
|
||||
string field_type = "input";
|
||||
>;
|
||||
|
||||
uniform float DisplacementRange<
|
||||
string name = "Displacement Range";
|
||||
string field_type = "slider";
|
||||
string suffix = " px";
|
||||
float minimum = -1000.0;
|
||||
float maximum = 1000.0;
|
||||
float step = 0.01;
|
||||
float scale = 1.00;
|
||||
> = 10.0;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Technique: Version_1_0
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
float4 DisplacementPixelShader_v1(VertexInformation vtx) : TARGET {
|
||||
// Calculate proper offset.
|
||||
// 1. Sample the DisplacementMap texture.
|
||||
float2 offset = DisplacementMap.Sample(LinearClampSampler, vtx.texcoord0.xy);
|
||||
// 2. Convert from [+0.0, +1.0] to [-0.5, +0.5].
|
||||
offset -= .5f;
|
||||
// 3. Fix the aliasing that happens with 8bpc normal maps, which also gives us the range [-1.0, +1.0].
|
||||
offset = floor(abs(offset * 255.f)) / 127.f * sign(offset);
|
||||
// 4. Scale to correct range specified by the user.
|
||||
offset *= DisplacementRange * ViewSize.zw;
|
||||
// 5. Calculate final sampled UV.
|
||||
float2 sample_uv = vtx.texcoord0.xy + offset;
|
||||
|
||||
// Sample the Input texture at sample_uv.
|
||||
return InputA.Sample(LinearClampSampler, sample_uv);
|
||||
}
|
||||
|
||||
technique Version_1_0 {
|
||||
pass
|
||||
{
|
||||
vertex_shader = DefaultVertexShader(vtx);
|
||||
pixel_shader = DisplacementPixelShader_v1(vtx);
|
||||
}
|
||||
}
|
71
data/examples/shaders/source/flip-ab-texture.effect
Normal file
71
data/examples/shaders/source/flip-ab-texture.effect
Normal file
|
@ -0,0 +1,71 @@
|
|||
// Copyright 2021 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
|
||||
//
|
||||
// Redistribution and use in source and binary forms, with or without
|
||||
// modification, are permitted provided that the following conditions are met:
|
||||
//
|
||||
// 1. Redistributions of source code must retain the above copyright notice,
|
||||
// this list of conditions and the following disclaimer.
|
||||
// 2. Redistributions in binary form must reproduce the above copyright notice,
|
||||
// this list of conditions and the following disclaimer in the documentation
|
||||
// and/or other materials provided with the distribution.
|
||||
// 3. Neither the name of the copyright holder nor the names of its contributors
|
||||
// may be used to endorse or promote products derived from this software
|
||||
// without specific prior written permission.
|
||||
//
|
||||
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
|
||||
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
||||
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
||||
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
||||
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
// POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
#include "../base.effect"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Uniforms
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
uniform texture2d TextureA<
|
||||
string field_type = "input";
|
||||
>;
|
||||
|
||||
uniform texture2d TextureB<
|
||||
string field_type = "input";
|
||||
>;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Technique: Flip
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
uniform float FlipRate<
|
||||
string name = "Flip Rate";
|
||||
string field_type = "slider";
|
||||
string suffix = " Hz";
|
||||
float minimum = 0.01;
|
||||
float maximum = 100.0;
|
||||
float step = 0.01;
|
||||
float scale = 1.00;
|
||||
> = 10.0;
|
||||
|
||||
float4 PSWave(VertexInformation vtx) : TARGET {
|
||||
float flip_frequency = 1.f / FlipRate;
|
||||
|
||||
if (fmod(Time.x, flip_frequency) < (flip_frequency / 2.f)) {
|
||||
return TextureA.Sample(LinearClampSampler, vtx.texcoord0.xy);
|
||||
} else {
|
||||
return TextureB.Sample(LinearClampSampler, vtx.texcoord0.xy);
|
||||
}
|
||||
}
|
||||
|
||||
technique Flip {
|
||||
pass
|
||||
{
|
||||
vertex_shader = DefaultVertexShader(vtx);
|
||||
pixel_shader = PSWave(vtx);
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue