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