diff --git a/data/examples/shaders/filter/crt-curvature.effect b/data/examples/shaders/filter/crt-curvature.effect index eb4dcbb7..b9d364c9 100644 --- a/data/examples/shaders/filter/crt-curvature.effect +++ b/data/examples/shaders/filter/crt-curvature.effect @@ -1,32 +1,45 @@ -// Always provided by OBS -uniform float4x4 ViewProj< - bool automatic = true; - string name = "View Projection Matrix"; ->; +// 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. -// Provided by Stream Effects -uniform float4 Time< - bool automatic = true; - string name = "Time Array"; - 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."; ->; -uniform float4x4 Random< - bool automatic = true; - string name = "Random Array"; - string description = "A float4x4 value containing random values between 0 and 1"; ->; -uniform texture2d InputA< - bool automatic = true; ->; +#define IS_FILTER +#include "../base.effect" +//------------------------------------------------------------------------------ +// Uniforms +//------------------------------------------------------------------------------ uniform float _0_strength< string name = "Strength"; + string suffix = " %"; string field_type = "slider"; float minimum = 0.; - float maximum = 100.; + float maximum = 200.; float step = 0.01; float scale = 0.01; > = 33.33; + uniform float4 _1_border< string name = "Border Color"; string field_type = "slider"; @@ -34,66 +47,74 @@ uniform float4 _1_border< 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.}; +> = {0., 0., 0., 100.}; + uniform float _2_feathering< string name = "Feathering"; + string suffix = " %"; string field_type = "slider"; - float minimum = 0.01; + float minimum = 0.00; float maximum = 100.; float step = 0.01; float scale = 0.01; > = 33.33; -#define PI 3.1415926f -#define TwoPI 6.2831853f -#define HalfPI 1.5707963f +//------------------------------------------------------------------------------ +// Technique: Combined Curvature +//------------------------------------------------------------------------------ +float4 CombinedCurvature(VertexInformation vtx) : TARGET { + const float2 center = float2(0.5, 0.5); -// ---------- Shader Code -sampler_state def_sampler { - AddressU = Clamp; - AddressV = Clamp; - Filter = Linear; -}; + // 1. Offset the texture coordinates towards the center. + float2 cc = vtx.texcoord0.xy - center; -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 { - float2 center = {0.5, 0.5}; - - float2 cc = v_in.uv - center; + // 2. Calculate the "distance" towards the edge by taking the dot product and multiplying it. float dist = dot(cc, cc) * _0_strength; - float2 bentUV = v_in.uv + cc * (1.0 + dist) * dist; + // 3. Then use this to offset towards the center to create a curved look. + float2 bentUV = vtx.texcoord0.xy + cc * (1.0 + dist) * dist; + + // 4. Check if the new generated UVs fall outside of the allowed area. if ((bentUV.x <= 0. || bentUV.x >= 1.) || (bentUV.y <= 0. || bentUV.y >= 1.)) { + // If yes, return the configured border color. return _1_border; } - // Calculate border distance from texel center by ignoring the sign bit and normalizing the distance to 0..1. - float2 borderDistance = (center - abs(bentUV - center)) / center; - float2 borderArea = center * _2_feathering; + // 5. Does the user want a smooth transition towards the border? + if (_2_feathering >= .01) { + float2 borderArea = center * _2_feathering; - // Now apply a modifier so that we only get the border area. - borderDistance = (min(borderDistance - center * _2_feathering, 0) + borderArea) / borderArea; - float borderFade = sin(borderDistance.x * HalfPI) * sin(borderDistance.y * HalfPI); + // 1. Calculate how far away we are from the center. + float2 borderDistance = (center - abs(bentUV - center)) / center; - return lerp(_1_border, InputA.Sample(def_sampler, bentUV), borderFade); + // 2. Convert the calculated value into a useful distance. + borderDistance = (min(borderDistance - center * _2_feathering, 0) + borderArea) / borderArea; + + // 3. Convert the distance into a proper fade value. + float borderFade = sin(borderDistance.x * PIb2) * sin(borderDistance.y * PIb2); + + // 4. Return the mix of original and border color. + return lerp(_1_border, InputA.Sample(LinearClampSampler, bentUV), borderFade); + } else { + // Return the original color. + return InputA.Sample(LinearClampSampler, bentUV); + } } technique Draw { pass { - vertex_shader = VSDefault(v_in); - pixel_shader = PSDefault(v_in); + vertex_shader = DefaultVertexShader(vtx); + pixel_shader = CombinedCurvature(vtx); + } +} + +technique Combined +{ + pass + { + vertex_shader = DefaultVertexShader(vtx); + pixel_shader = CombinedCurvature(vtx); } }