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examples: Add 'Vignette' Filter Shader
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data/examples/shaders/filter/vignette.effect
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data/examples/shaders/filter/vignette.effect
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// Copyright 2021 Michael Fabian Dirks <info@xaymar.com>
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// 2. Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// 3. Neither the name of the copyright holder nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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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 texture2d InputA<
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bool automatic = true;
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>;
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uniform float _00_vignette_area<
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string name = "Vignetting Area";
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string field_type = "slider";
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float minimum = 0.;
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float maximum = 100.;
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float step = 0.01;
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float scale = 0.01;
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> = 50.0;
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uniform float4 _01_vignette_color<
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string name = "Vignette Color";
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string field_type = "slider";
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float4 minimum = {0., 0., 0., 0.};
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float4 maximum = {100., 100., 100., 100.};
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float4 step = {0.01, 0.01, 0.01, 0.01};
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float4 scale = {0.01, 0.01, 0.01, 0.01};
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> = {0., 0., 0., 0.};
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uniform float _02_vignette_strength<
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string name = "Vignette Strength";
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string field_type = "slider";
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float minimum = 0.;
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float maximum = 100.;
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float step = 0.01;
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float scale = 0.01;
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> = 100.0;
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#define PI 3.1415926f
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#define TwoPI 6.2831853f
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#define HalfPI 1.5707963f
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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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static const float2 center = float2(.5, .5);
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float4 smp = InputA.Sample(def_sampler, v_in.uv);
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float borderFade = clamp(((1. - distance(v_in.uv, center)) - (_00_vignette_area - .5)), 0., 1.);
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float4 vignette_color = _01_vignette_color;
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return lerp(smp, vignette_color, (1. - borderFade) / max(1. - _02_vignette_strength, 0.0001));
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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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float4 PSRectangle(VertData v_in) : TARGET {
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static const float2 center = float2(.5, .5);
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float4 smp = InputA.Sample(def_sampler, v_in.uv);
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if (_00_vignette_area < 0.01)
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return smp;
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float2 borderArea = center * _00_vignette_area;
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float2 borderDistance = center;
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borderDistance -= abs(v_in.uv - center);
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borderDistance /= center;
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borderDistance -= center * _00_vignette_area;
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borderDistance = min(borderDistance, 0);
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borderDistance += borderArea;
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borderDistance /= borderArea;
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// Now apply a modifier so that we only get the border area.
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float borderFade = sin(borderDistance.x * HalfPI) * sin(borderDistance.y * HalfPI);
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return lerp(smp, _01_vignette_color, (1. - borderFade) * _02_vignette_strength);
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}
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technique Rectangle
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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 = PSRectangle(v_in);
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}
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}
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