examples: Add 'Vignette' Filter Shader

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Michael Fabian 'Xaymar' Dirks 2021-06-09 10:09:28 +02:00
parent e0f896c02a
commit 85cd74a0a2

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// Copyright 2021 Michael Fabian Dirks <info@xaymar.com>
//
// 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);
}
}