mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-12-28 18:41:14 +00:00
gs-mipmapper: Add mip level and remove bilinear from effect
This commit is contained in:
parent
ff8618c339
commit
3f3cbb8939
1 changed files with 21 additions and 40 deletions
|
@ -1,5 +1,6 @@
|
|||
uniform float4x4 ViewProj;
|
||||
uniform texture2d image;
|
||||
uniform int level;
|
||||
uniform float2 imageTexel;
|
||||
uniform float strength;
|
||||
|
||||
|
@ -15,12 +16,6 @@ sampler_state linearSampler {
|
|||
AddressV = Clamp;
|
||||
};
|
||||
|
||||
sampler_state bilinearSampler {
|
||||
Filter = Bilinear;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
};
|
||||
|
||||
struct VertDataIn {
|
||||
float4 pos : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
|
@ -41,17 +36,12 @@ VertDataOut VSDefault(VertDataIn v_in)
|
|||
|
||||
float4 PSPoint(VertDataOut v_in) : TARGET
|
||||
{
|
||||
return image.Sample(pointSampler, v_in.uv);
|
||||
return image.SampleLevel(pointSampler, v_in.uv, level);
|
||||
}
|
||||
|
||||
float4 PSLinear(VertDataOut v_in) : TARGET
|
||||
{
|
||||
return image.Sample(linearSampler, v_in.uv);
|
||||
}
|
||||
|
||||
float4 PSBilinear(VertDataOut v_in) : TARGET
|
||||
{
|
||||
return image.Sample(bilinearSampler, v_in.uv);
|
||||
return image.SampleLevel(linearSampler, v_in.uv, level);
|
||||
}
|
||||
|
||||
float4 PSSharpen(VertDataOut v_in) : TARGET
|
||||
|
@ -67,15 +57,15 @@ float4 PSSharpen(VertDataOut v_in) : TARGET
|
|||
r = -l;
|
||||
|
||||
float4 tl, tc, tr, cl, cc, cr, bl, bc, br;
|
||||
tl = image.Sample(pointSampler, v_in.uv + ul);
|
||||
tc = image.Sample(pointSampler, v_in.uv + u);
|
||||
tr = image.Sample(pointSampler, v_in.uv + ur);
|
||||
cl = image.Sample(pointSampler, v_in.uv + l);
|
||||
cc = image.Sample(pointSampler, v_in.uv);
|
||||
cr = image.Sample(pointSampler, v_in.uv + r);
|
||||
bl = image.Sample(pointSampler, v_in.uv + dl);
|
||||
bc = image.Sample(pointSampler, v_in.uv + d);
|
||||
br = image.Sample(pointSampler, v_in.uv + dr);
|
||||
tl = image.SampleLevel(pointSampler, v_in.uv + ul, level);
|
||||
tc = image.SampleLevel(pointSampler, v_in.uv + u, level);
|
||||
tr = image.SampleLevel(pointSampler, v_in.uv + ur, level);
|
||||
cl = image.SampleLevel(pointSampler, v_in.uv + l, level);
|
||||
cc = image.SampleLevel(pointSampler, v_in.uv, level);
|
||||
cr = image.SampleLevel(pointSampler, v_in.uv + r, level);
|
||||
bl = image.SampleLevel(pointSampler, v_in.uv + dl, level);
|
||||
bc = image.SampleLevel(pointSampler, v_in.uv + d, level);
|
||||
br = image.SampleLevel(pointSampler, v_in.uv + dr, level);
|
||||
|
||||
float kernel1, kernel2, kernel3;
|
||||
kernel1 = -0.25 * strength;
|
||||
|
@ -104,15 +94,15 @@ float4 PSSmoothen(VertDataOut v_in) : TARGET
|
|||
l = float2(-imageTexel.x, 0);
|
||||
r = -l;
|
||||
|
||||
tl = image.Sample(pointSampler, v_in.uv + ul) * smoothKernel3[0];
|
||||
tc = image.Sample(pointSampler, v_in.uv + u) * smoothKernel3[1];
|
||||
tr = image.Sample(pointSampler, v_in.uv + ur) * smoothKernel3[0];
|
||||
cl = image.Sample(pointSampler, v_in.uv + l) * smoothKernel3[1];
|
||||
cc = image.Sample(pointSampler, v_in.uv) * smoothKernel3[2];
|
||||
cr = image.Sample(pointSampler, v_in.uv + r) * smoothKernel3[1];
|
||||
bl = image.Sample(pointSampler, v_in.uv + dl) * smoothKernel3[0];
|
||||
bc = image.Sample(pointSampler, v_in.uv + d) * smoothKernel3[1];
|
||||
br = image.Sample(pointSampler, v_in.uv + dr) * smoothKernel3[0];
|
||||
tl = image.SampleLevel(pointSampler, v_in.uv + ul, level) * smoothKernel3[0];
|
||||
tc = image.SampleLevel(pointSampler, v_in.uv + u, level) * smoothKernel3[1];
|
||||
tr = image.SampleLevel(pointSampler, v_in.uv + ur, level) * smoothKernel3[0];
|
||||
cl = image.SampleLevel(pointSampler, v_in.uv + l, level) * smoothKernel3[1];
|
||||
cc = image.SampleLevel(pointSampler, v_in.uv, level) * smoothKernel3[2];
|
||||
cr = image.SampleLevel(pointSampler, v_in.uv + r, level) * smoothKernel3[1];
|
||||
bl = image.SampleLevel(pointSampler, v_in.uv + dl, level) * smoothKernel3[0];
|
||||
bc = image.SampleLevel(pointSampler, v_in.uv + d, level) * smoothKernel3[1];
|
||||
br = image.SampleLevel(pointSampler, v_in.uv + dr, level) * smoothKernel3[0];
|
||||
|
||||
return tl + tc + tr + cl + cc + cr + bl + bc + br;
|
||||
}
|
||||
|
@ -145,15 +135,6 @@ technique Linear
|
|||
}
|
||||
}
|
||||
|
||||
technique Bilinear
|
||||
{
|
||||
pass
|
||||
{
|
||||
vertex_shader = VSDefault(v_in);
|
||||
pixel_shader = PSBilinear(v_in);
|
||||
}
|
||||
}
|
||||
|
||||
technique Sharpen
|
||||
{
|
||||
pass
|
||||
|
|
Loading…
Reference in a new issue