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https://github.com/Xaymar/obs-StreamFX
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transition-shader: New transition examples
Color Shift: Uses HSL and some math to smoothly shift Hue Saturation and Lightness between A and B. Luma Burn: "Burns" away the Luminosity of A to reveal the B side. Pixelator: Classic/Retro pixelation effect often seen in older games to transition between settings.
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135
data/examples/shaders/transition/color-shift.effect
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135
data/examples/shaders/transition/color-shift.effect
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// Always provided by OBS
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uniform float4x4 ViewProj<
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bool automatic = true;
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string name = "View Projection Matrix";
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>;
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// Provided by Stream Effects
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uniform float4 Time<
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bool automatic = true;
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string name = "Time Array";
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string description = "A float4 value containing the total time, rendering time and the time since the last tick. The last value is a random number between 0 and 1.";
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>;
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uniform float4x4 Random<
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bool automatic = true;
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string name = "Random Array";
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string description = "A float4x4 value containing random values between 0 and 1";
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>;
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uniform texture2d InputA<
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bool automatic = true;
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>;
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uniform texture2d InputB<
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bool automatic = true;
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>;
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uniform float TransitionTime<
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bool automatic = true;
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>;
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uniform int2 TransitionSize<
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bool automatic = true;
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>;
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uniform float Sharpness<
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string field_type = "slider";
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string suffix = " %";
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float minimum = 8.0;
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float maximum = 128.0;
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float step = 0.01;
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float scale = 1.0;
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> = 10.0;
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// ---------- Shader Code
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sampler_state def_sampler {
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AddressU = Clamp;
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AddressV = Clamp;
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Filter = Linear;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertData VSDefault(VertData v_in) {
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VertData vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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float4 HSLtoRGB(float4 HSLA) {
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float3 rgb = clamp(
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abs(
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fmod(
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HSLA.x * 6.0 + float3(0.0, 4.0, 2.0),
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6.0
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) - 3.0
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) - 1.0,
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0.0,
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1.0
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);
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return float4(HSLA.z + HSLA.y * (rgb - 0.5) * (1.0 - abs(2.0 * HSLA.z - 1.0)), HSLA.a);
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}
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float4 RGBtoHSL(float4 RGBA) {
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float h = 0.0;
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float s = 0.0;
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float l = 0.0;
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float r = RGBA.r;
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float g = RGBA.g;
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float b = RGBA.b;
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float cMin = min( r, min( g, b ) );
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float cMax = max( r, max( g, b ) );
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l = ( cMax + cMin ) / 2.0;
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if ( cMax > cMin ) {
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float cDelta = cMax - cMin;
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//s = l < .05 ? cDelta / ( cMax + cMin ) : cDelta / ( 2.0 - ( cMax + cMin ) ); Original
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s = l < .0 ? cDelta / ( cMax + cMin ) : cDelta / ( 2.0 - ( cMax + cMin ) );
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if ( r == cMax ) {
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h = ( g - b ) / cDelta;
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} else if ( g == cMax ) {
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h = 2.0 + ( b - r ) / cDelta;
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} else {
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h = 4.0 + ( r - g ) / cDelta;
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}
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if ( h < 0.0) {
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h += 6.0;
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}
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h = h / 6.0;
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}
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return float4( h, s, l, RGBA.a );
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}
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float4 PSDefault(VertData v_in) : TARGET {
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float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
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float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
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float4 hslA = RGBtoHSL(sampleA);
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float4 hslB = RGBtoHSL(sampleB);
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float4 hslT = hslB - hslA;
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if (hslT.r > 0.5) {
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hslB.r = 1.0 + (-1.0 + hslB.r);
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}
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if (hslT.g > 0.5) {
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hslB.g = 1.0 + (-1.0 + hslB.g);
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}
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if (hslT.b > 0.5) {
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hslB.b = 1.0 + (-1.0 + hslB.b);
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}
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float4 rgb = HSLtoRGB(lerp(hslA, hslB, TransitionTime));
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return rgb;
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}
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technique Draw
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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 = PSDefault(v_in);
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}
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}
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99
data/examples/shaders/transition/luma-burn.effect
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data/examples/shaders/transition/luma-burn.effect
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// Always provided by OBS
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uniform float4x4 ViewProj<
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bool automatic = true;
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string name = "View Projection Matrix";
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>;
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// Provided by Stream Effects
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uniform float4 Time<
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bool automatic = true;
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string name = "Time Array";
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string description = "A float4 value containing the total time, rendering time and the time since the last tick. The last value is a random number between 0 and 1.";
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>;
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uniform float4x4 Random<
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bool automatic = true;
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string name = "Random Array";
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string description = "A float4x4 value containing random values between 0 and 1";
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>;
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uniform texture2d InputA<
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bool automatic = true;
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>;
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uniform texture2d InputB<
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bool automatic = true;
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>;
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uniform float TransitionTime<
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bool automatic = true;
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>;
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uniform int2 TransitionSize<
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bool automatic = true;
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>;
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uniform float Sharpness<
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string field_type = "slider";
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string suffix = " %";
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float minimum = 8.0;
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float maximum = 128.0;
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float step = 0.01;
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float scale = 1.0;
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> = 10.0;
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// ---------- Shader Code
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sampler_state def_sampler {
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AddressU = Clamp;
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AddressV = Clamp;
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Filter = Linear;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertData VSDefault(VertData v_in) {
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VertData vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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float4 RGBtoYUV(float4 rgba, float3x3 yuv) {
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return float4(
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rgba.r * yuv._m00 + rgba.g * yuv._m01 + rgba.b * yuv._m02,
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rgba.r * yuv._m10 + rgba.g * yuv._m11 + rgba.b * yuv._m12,
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rgba.r * yuv._m20 + rgba.g * yuv._m21 + rgba.b * yuv._m22,
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rgba.a
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) + float4(0,0.5,0.5,0);
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}
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float4 PSDefault(VertData v_in) : TARGET {
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const float3x3 mYUV709n = { // Normalized
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0.2126, 0.7152, 0.0722,
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-0.1145721060573399, -0.3854278939426601, 0.5,
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0.5, -0.4541529083058166, -0.0458470916941834
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};
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float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
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float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
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float4 sampleAYUV = RGBtoYUV(sampleA, mYUV709n);
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float4 sampleBYUV = RGBtoYUV(sampleB, mYUV709n);
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float sharpinv = 1.0 / Sharpness;
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float transition = sharpinv + sampleAYUV.r * (1.0 - sharpinv);
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transition -= TransitionTime;
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transition *= Sharpness;
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transition += 0.5;
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transition = clamp(transition, 0., 1.);
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return sampleB * (1.0 - transition) + sampleA * (transition);
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//return transition;
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}
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technique Draw
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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 = PSDefault(v_in);
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}
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}
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119
data/examples/shaders/transition/pixelator.effect
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data/examples/shaders/transition/pixelator.effect
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// Always provided by OBS
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uniform float4x4 ViewProj<
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bool automatic = true;
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string name = "View Projection Matrix";
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>;
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// Provided by Stream Effects
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uniform float4 Time<
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bool automatic = true;
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string name = "Time Array";
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string description = "A float4 value containing the total time, rendering time and the time since the last tick. The last value is a random number between 0 and 1.";
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>;
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uniform float4x4 Random<
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bool automatic = true;
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string name = "Random Array";
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string description = "A float4x4 value containing random values between 0 and 1";
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>;
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uniform float4 ViewSize<
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bool automatic = true;
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>;
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uniform texture2d InputA<
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bool automatic = true;
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>;
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uniform texture2d InputB<
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bool automatic = true;
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>;
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uniform float TransitionTime<
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bool automatic = true;
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>;
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uniform int2 TransitionSize<
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bool automatic = true;
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>;
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uniform bool _0_oldStyle<
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string name = "Retro Style";
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> = false;
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uniform float2 _1_pixelateCenter<
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string name = "Pixelation Center";
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string field_type = "slider";
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float2 minimum = {0., 0.};
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float2 maximum = {100., 100.};
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float2 scale = {0.01, 0.01};
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> = {50., 50.};
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uniform float _2_maximumBlockSize<
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string name = "Maximum Pixelation";
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string field_type = "slider";
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float minimum = 1.0;
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float maximum = 16.0;
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float step = 1.0;
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> = 12.;
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uniform float2 _3_blockOffset<
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string name = "Block Offset";
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string field_type = "slider";
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float2 minimum = {0., 0.};
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float2 maximum = {100., 100.};
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float2 scale = {0.01, 0.01};
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> = {50., 50.};
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// ---------- Shader Code
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sampler_state def_sampler {
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AddressU = Clamp;
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AddressV = Clamp;
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Filter = Linear;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertData VSDefault(VertData v_in) {
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VertData vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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float4 PSDefault(VertData v_in) : TARGET {
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float animProgress = TransitionTime;
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// Progress as a bounce value (0..1..0)
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float animStuff = 1.0 - (abs(animProgress - 0.5) * 2.0);
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// There are two ways to calculate this, one is pixel aligned the other is block aligned.
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float animBlockSize = 0;
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if (_0_oldStyle) {
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// Block Size, always a multiple of 2. (Block Aligned)
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animBlockSize = pow(2.0, floor(_2_maximumBlockSize * animStuff));
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} else {
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// Block Size, always a multiple of 2. (Pixel Aligned)
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animBlockSize = floor(pow(2.0, _2_maximumBlockSize * animStuff));
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}
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// UV Calculations
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float2 finalUV = v_in.uv;
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finalUV -= _1_pixelateCenter; // Offset by the pixelation center.
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finalUV *= ViewSize.xy; // Convert to 0..Resolution UVs for pixelation.
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finalUV /= animBlockSize; // Divide by current block size.
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finalUV = floor(finalUV) + _3_blockOffset; // Use floor() on it to get aligned pixels.
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finalUV *= animBlockSize; // Multiply by current block size.
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finalUV *= ViewSize.zw; // Convert back to 0..1 UVs for texture sampling.
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finalUV += _1_pixelateCenter; // Revert the offset by the pixelation center again.
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float4 sampleA = InputA.Sample(def_sampler, finalUV);
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float4 sampleB = InputB.Sample(def_sampler, finalUV);
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float4 rgb = lerp(sampleA, sampleB, clamp((TransitionTime - 0.45) * (1.0 / 0.45), 0., 1.));
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return rgb;
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}
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technique Draw
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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 = PSDefault(v_in);
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}
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}
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