From 85cd74a0a22101600c15a354afc93c19b3f54b2c Mon Sep 17 00:00:00 2001 From: Michael Fabian 'Xaymar' Dirks Date: Wed, 9 Jun 2021 10:09:28 +0200 Subject: [PATCH] examples: Add 'Vignette' Filter Shader --- data/examples/shaders/filter/vignette.effect | 135 +++++++++++++++++++ 1 file changed, 135 insertions(+) create mode 100644 data/examples/shaders/filter/vignette.effect diff --git a/data/examples/shaders/filter/vignette.effect b/data/examples/shaders/filter/vignette.effect new file mode 100644 index 00000000..c120b964 --- /dev/null +++ b/data/examples/shaders/filter/vignette.effect @@ -0,0 +1,135 @@ +// Copyright 2021 Michael Fabian Dirks +// +// 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. + +// Always provided by OBS +uniform float4x4 ViewProj< + bool automatic = true; + string name = "View Projection Matrix"; +>; + +// Provided by Stream Effects +uniform texture2d InputA< + bool automatic = true; +>; + +uniform float _00_vignette_area< + string name = "Vignetting Area"; + string field_type = "slider"; + float minimum = 0.; + float maximum = 100.; + float step = 0.01; + float scale = 0.01; +> = 50.0; + +uniform float4 _01_vignette_color< + string name = "Vignette Color"; + string field_type = "slider"; + float4 minimum = {0., 0., 0., 0.}; + float4 maximum = {100., 100., 100., 100.}; + float4 step = {0.01, 0.01, 0.01, 0.01}; + float4 scale = {0.01, 0.01, 0.01, 0.01}; +> = {0., 0., 0., 0.}; + +uniform float _02_vignette_strength< + string name = "Vignette Strength"; + string field_type = "slider"; + float minimum = 0.; + float maximum = 100.; + float step = 0.01; + float scale = 0.01; +> = 100.0; + +#define PI 3.1415926f +#define TwoPI 6.2831853f +#define HalfPI 1.5707963f + +// ---------- Shader Code +sampler_state def_sampler { + AddressU = Clamp; + AddressV = Clamp; + Filter = Linear; +}; + +struct VertData { + float4 pos : POSITION; + float2 uv : TEXCOORD0; +}; + +VertData VSDefault(VertData v_in) { + VertData vert_out; + vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); + vert_out.uv = v_in.uv; + return vert_out; +} + +float4 PSDefault(VertData v_in) : TARGET { + static const float2 center = float2(.5, .5); + float4 smp = InputA.Sample(def_sampler, v_in.uv); + float borderFade = clamp(((1. - distance(v_in.uv, center)) - (_00_vignette_area - .5)), 0., 1.); + + float4 vignette_color = _01_vignette_color; + return lerp(smp, vignette_color, (1. - borderFade) / max(1. - _02_vignette_strength, 0.0001)); +} + +technique Draw +{ + pass + { + vertex_shader = VSDefault(v_in); + pixel_shader = PSDefault(v_in); + } +} + +float4 PSRectangle(VertData v_in) : TARGET { + static const float2 center = float2(.5, .5); + float4 smp = InputA.Sample(def_sampler, v_in.uv); + + if (_00_vignette_area < 0.01) + return smp; + + float2 borderArea = center * _00_vignette_area; + float2 borderDistance = center; + borderDistance -= abs(v_in.uv - center); + borderDistance /= center; + borderDistance -= center * _00_vignette_area; + borderDistance = min(borderDistance, 0); + borderDistance += borderArea; + borderDistance /= borderArea; + + // Now apply a modifier so that we only get the border area. + float borderFade = sin(borderDistance.x * HalfPI) * sin(borderDistance.y * HalfPI); + + return lerp(smp, _01_vignette_color, (1. - borderFade) * _02_vignette_strength); +} + +technique Rectangle +{ + pass + { + vertex_shader = VSDefault(v_in); + pixel_shader = PSRectangle(v_in); + } +}