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https://github.com/Xaymar/obs-StreamFX
synced 2024-11-23 20:05:11 +00:00
effect: Code update, clean up and optimization
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parent
c0aa79abbe
commit
2f55841f88
3 changed files with 69 additions and 51 deletions
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@ -4,7 +4,7 @@ uniform float4x4 ViewProj;
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// Settings (Shared)
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uniform texture2d u_image;
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uniform float2 u_imageSize;
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uniform float2 u_imageTexelDelta;
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uniform float2 u_imageTexel;
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uniform int u_radius;
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uniform int u_diameter;
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uniform float2 u_texelDelta;
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@ -45,32 +45,44 @@ float Bilateral(float x, float sigma)
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float Bilateral3(float3 v, float sigma)
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{
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// First part is Gaussian function (1.0 / (o * sqrt(2.0 * pivalue))) with o = 1
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return 0.39894 * exp(-0.5 * dot(v,v) / (sigma*sigma)) / sigma;
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}
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float4 BilateralBlur(float2 p_uv, float2 p_radius,
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texture2d p_image, float2 p_imageTexel) {
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float2 l_uvoffset = float2(0, 0);
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}
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float4 PSBilateral(VertDataOut v_in) : TARGET
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{
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float4 source = image.Sample(textureSampler, v_in.uv);
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float2 l_uv = float2(0, 0);
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float3 color = float3(0, 0, 0);
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float2 rootuv = v_in.uv - (texel * widthHalf);
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float Z = 0.0;
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float bZ = 1.0 / Bilateral(0.0, bilateralSharpness);
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for (int k = -widthHalf; k <= widthHalf; k++) {
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// Sample Color
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float3 sample = image.Sample(textureSampler, rootuv);
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float4 source = u_image.Sample(textureSampler, v_in.uv);
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float3 color = float3(0, 0, 0);
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for (int k = 1; k <= u_radius; k++) {
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// Advance UV by one texel.
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l_uv += u_texelDelta;
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// Bilateral Stuff
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// Bilateral Kernel
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float bKernel = Bilateral(abs(k), bilateralSmoothing);
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bKernel *= bKernel;
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float factor = Bilateral3(sample - source.rgb, bilateralSharpness) * bZ * bKernel;
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Z += factor;
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float bZKernel = bZ * bKernel;
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// Sample Color
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float3 l_p = u_image.Sample(textureSampler, v_in.uv + l_uv).rgb;
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float3 l_n = u_image.Sample(textureSampler, v_in.uv - l_uv).rgb;
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// Bilateral Stuff
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float l_factor_p = Bilateral3(l_p - source.rgb, bilateralSharpness) * bZKernel;
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float l_factor_n = Bilateral3(l_n - source.rgb, bilateralSharpness) * bZKernel;
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Z = Z + l_factor_p + l_factor_n;
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// Store Color
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color += factor * sample;
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// Advance UV
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rootuv += texel;
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color += l_p * l_factor_p;
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color += l_n * l_factor_n;
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}
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return float4(color.rgb / Z, source.a);
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@ -4,7 +4,7 @@ uniform float4x4 ViewProj;
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// Settings (Shared)
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uniform texture2d u_image;
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uniform float2 u_imageSize;
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uniform float2 u_imageTexelDelta;
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uniform float2 u_imageTexel;
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uniform int u_radius;
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uniform int u_diameter;
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uniform float2 u_texelDelta;
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@ -4,7 +4,7 @@ uniform float4x4 ViewProj;
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// Settings (Shared)
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uniform texture2d u_image;
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uniform float2 u_imageSize;
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uniform float2 u_imageTexelDelta;
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uniform float2 u_imageTexel;
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uniform int u_radius;
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uniform int u_diameter;
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uniform float2 u_texelDelta;
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@ -53,69 +53,75 @@ float Gaussian(float x, float o) {
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return (1.0 / (o * sqrt(2.0 * pivalue))) * exp((-(x * x)) / (2 * (o * o)));
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}
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float4 InternalGaussian(
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float2 p_uv, float2 p_uvStep, int p_size,
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texture2d p_source) {
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float4 InternalGaussian(float2 p_uv, float2 p_uvStep, int p_radius,
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texture2d p_image, float2 p_imageTexel) {
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float l_gauss = Gaussian(0, p_size);
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float4 l_value = p_source.Sample(pointClampSampler, p_uv) * gauss;
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float2 l_uvoffset = p_uvStep;
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float4 l_value = p_image.Sample(pointClampSampler, p_uv) * gauss;
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float2 l_uvoffset = float2(0, 0);
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for (int k = 1; k <= p_size; k++) {
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float l_g = Gaussian(k, p_size);
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float4 l_p = p_source.Sample(pointClampSampler, p_uv + l_uvoffset) * l_g;
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float4 l_n = p_source.Sample(pointClampSampler, p_uv - l_uvoffset) * l_g;
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l_value += l_p + l_n;
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l_uvoffset += p_uvStep;
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float l_g = Gaussian(k, p_size);
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float4 l_p = p_image.Sample(pointClampSampler, p_uv + l_uvoffset) * l_g;
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float4 l_n = p_image.Sample(pointClampSampler, p_uv - l_uvoffset) * l_g;
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l_value += l_p + l_n;
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l_gauss += l_g;
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}
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l_value = l_value * (1.0 / l_gauss);
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return l_value;
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}
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float4 InternalGaussianPrecalculated(
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float2 p_uv, float2 p_uvStep, int p_size,
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texture2d p_source, float2 p_sourceStep,
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texture2d p_kernel, float2 p_kernelStep) {
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float4 l_value = p_source.Sample(pointClampSampler, p_uv + imageTexel)
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float4 InternalGaussianPrecalculated(float2 p_uv, float2 p_uvStep, int p_radius,
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texture2d p_image, float2 p_imageTexel,
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texture2d p_kernel, float2 p_kernelTexel) {
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float4 l_value = p_image.Sample(pointClampSampler, p_uv)
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* kernel.Sample(pointClampSampler, float2(0, 0)).r;
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float2 l_uvoffset = p_uvStep;
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float2 l_koffset = p_kerneltexel;
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for (int k = 1; k <= p_size; k++) {
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float l_g = p_kernel.Sample(pointClampSampler, l_koffset).r;
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float4 l_p = p_source.Sample(pointClampSampler, p_uv + l_uvoffset) * l_g;
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float4 l_n = p_source.Sample(pointClampSampler, p_uv - l_uvoffset) * l_g;
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l_value += l_p + l_n;
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float2 l_uvoffset = float2(0, 0);
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for (int k = 1; k <= p_radius; k++) {
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l_uvoffset += p_uvStep;
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l_koffset += p_kerneltexel;
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float l_g = p_kernel.Sample(pointClampSampler, p_kernelTexel * k).r;
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float4 l_p = p_image.Sample(pointClampSampler, p_uv + l_uvoffset) * l_g;
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float4 l_n = p_image.Sample(pointClampSampler, p_uv - l_uvoffset) * l_g;
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l_value += l_p + l_n;
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}
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return l_value;
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}
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float4 InternalGaussianPrecalculatedNVOptimized(float2 p_uv, texture2d p_source, float2 p_texel,
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int p_size, texture2d p_kernel, texture2d p_kerneltexel) {
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/*float4 InternalGaussianPrecalculatedNVOptimized(float2 p_uv, int p_size,
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texture2d p_image, float2 p_imageTexel,
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texture2d p_kernel, float2 p_kernelTexel) {
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if (p_size % 2 == 0) {
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float4 l_value = p_source.Sample(pointClampSampler, p_uv)
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float4 l_value = p_image.Sample(pointClampSampler, p_uv)
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* kernel.Sample(pointClampSampler, float2(0, 0)).r;
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float2 l_uvoffset = p_texel;
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float2 l_koffset = p_kerneltexel;
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float2 l_koffset = p_kernelTexel;
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for (int k = 1; k <= p_size; k++) {
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float l_g = p_kernel.Sample(pointClampSampler, l_koffset).r;
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float4 l_p = p_source.Sample(pointClampSampler, p_uv + l_uvoffset) * l_g;
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float4 l_n = p_source.Sample(pointClampSampler, p_uv - l_uvoffset) * l_g;
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float4 l_p = p_image.Sample(pointClampSampler, p_uv + l_uvoffset) * l_g;
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float4 l_n = p_image.Sample(pointClampSampler, p_uv - l_uvoffset) * l_g;
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l_value += l_p + l_n;
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l_uvoffset += p_texel;
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l_koffset += p_kerneltexel;
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l_koffset += p_kernelTexel;
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}
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return l_value;
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} else {
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return InternalGaussianPrecalculated(p_uv, p_source, p_texel, p_size, p_kernel, p_kerneltexel);)
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return InternalGaussianPrecalculated(p_uv, p_image, p_texel, p_size, p_kernel, p_kerneltexel);)
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}
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}
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}*/
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float4 PSGaussian(VertDataOut v_in) : TARGET {
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//return InternalGaussian(v_in.uv, u_image, u_imageTexelDelta, u_radius);
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//return InternalGaussianPrecalculated(v_in.uv, image, texel, radius, kernel, kernelTexel);
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return InternalGaussianPrecalculatedNVOptimize(v_in.uv, u_
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image, texel, radius, kernel, kernelTexel);
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//return InternalGaussian(v_in.uv, u_texelDelta, u_image, u_imageTexel, u_radius);
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///*
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return InternalGaussianPrecalculated(
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v_in.uv, u_texelDelta, u_radius,
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u_image, u_imageTexel,
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kernel, kernelTexel);//*/
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/*
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return InternalGaussianPrecalculatedNVOptimize(
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v_in.uv, u_texelDelta, u_radius,
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u_image, u_imageTexel,
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kernel, kernelTexel);//*/
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}
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technique Draw
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