effects: Add Draw, DrawPremultiplied to 'standard.effect'

This commit is contained in:
Michael Fabian 'Xaymar' Dirks 2021-10-22 02:57:03 +02:00
parent 744d627bc5
commit 948976fce1
2 changed files with 54 additions and 10 deletions

View File

@ -1,18 +1,62 @@
#include "shared.effect" #include "shared.effect"
uniform texture2D Channel0; uniform texture2D InputA<
uniform texture2D Channel1; bool automatic = true;
>;
uniform texture2D InputB<
bool automatic = true;
>;
//------------------------------------------------------------------------------
// Technique: Draw
//------------------------------------------------------------------------------
// Parameters:
// - InputA: RGBA Texture
float4 PSDraw(VertexData vtx) : TARGET {
return InputA.Sample(BlankSampler, vtx.uv);
};
technique Draw
{
pass
{
vertex_shader = DefaultVertexShader(vtx);
pixel_shader = PSDraw(vtx);
};
};
//------------------------------------------------------------------------------
// Technique: Draw
//------------------------------------------------------------------------------
// Parameters:
// - InputA: RGBA Texture
float4 PSDrawPremultiplied(VertexData vtx) : TARGET {
float4 rgba = InputA.Sample(BlankSampler, vtx.uv);
rgba.rgb /= rgba.a > (1. / 1024.) ? rgba.a : 1.0;
return rgba;
};
technique DrawPremultiplied
{
pass
{
vertex_shader = DefaultVertexShader(vtx);
pixel_shader = PSDrawPremultiplied(vtx);
};
};
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
// Technique: Restore Alpha // Technique: Restore Alpha
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
// Parameters: // Parameters:
// - Channel0: RGBX Texture // - InputA: RGBX Texture
// - Channel1: XXXA Texture // - InputB: XXXA Texture
float4 PSRestoreAlpha(VertexData vtx) : TARGET { float4 PSRestoreAlpha(VertexData vtx) : TARGET {
float4 rgbx = Channel0.Sample(BlankSampler, vtx.uv); float4 rgbx = InputA.Sample(BlankSampler, vtx.uv);
float4 xxxa = Channel1.Sample(BlankSampler, vtx.uv); float4 xxxa = InputB.Sample(BlankSampler, vtx.uv);
rgbx.a = xxxa.a; rgbx.a = xxxa.a;
return rgbx; return rgbx;
}; };

View File

@ -337,11 +337,11 @@ void denoising_instance::video_render(gs_effect_t* effect)
#ifdef ENABLE_PROFILING #ifdef ENABLE_PROFILING
::streamfx::obs::gs::debug_marker profiler1{::streamfx::obs::gs::debug_color_render, "Render"}; ::streamfx::obs::gs::debug_marker profiler1{::streamfx::obs::gs::debug_color_render, "Render"};
#endif #endif
if (_standard_effect->has_parameter("Channel0", ::streamfx::obs::gs::effect_parameter::type::Texture)) { if (_standard_effect->has_parameter("InputA", ::streamfx::obs::gs::effect_parameter::type::Texture)) {
_standard_effect->get_parameter("Channel0").set_texture(_output); _standard_effect->get_parameter("InputA").set_texture(_output);
} }
if (_standard_effect->has_parameter("Channel1", ::streamfx::obs::gs::effect_parameter::type::Texture)) { if (_standard_effect->has_parameter("InputB", ::streamfx::obs::gs::effect_parameter::type::Texture)) {
_standard_effect->get_parameter("Channel1").set_texture(_input->get_texture()); _standard_effect->get_parameter("InputB").set_texture(_input->get_texture());
} }
while (gs_effect_loop(_standard_effect->get_object(), "RestoreAlpha")) { while (gs_effect_loop(_standard_effect->get_object(), "RestoreAlpha")) {
gs_draw_sprite(nullptr, 0, _size.first, _size.second); gs_draw_sprite(nullptr, 0, _size.first, _size.second);