mirror of
https://github.com/Xaymar/obs-StreamFX
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examples: Add 'Bulge/Pinch', 'Wave' and 'ZigZag'
This commit is contained in:
parent
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commit
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4 changed files with 578 additions and 0 deletions
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@ -1,5 +1,9 @@
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* @xaymar
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/data/examples/filter/rounded-rect.effect @carlosbaraza
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/data/examples/shaders/filter/bulge_pinch.effect @radeghast-ffxiv
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/data/examples/shaders/filter/swirl.effect @radeghast-ffxiv
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/data/examples/shaders/filter/wave.effect @radeghast-ffxiv
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/data/examples/shaders/filter/zigzag.effect @radeghast-ffxiv
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# Security critical owners
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/.github @xaymar
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155
data/examples/shaders/filter/bulge_pinch.effect
Normal file
155
data/examples/shaders/filter/bulge_pinch.effect
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// Copyright 2021 Radegast Stravinsky <radegast.ffxiv@gmail.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:
|
||||
//
|
||||
// 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
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// POSSIBILITY OF SUCH DAMAGE.
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#include "../base.effect"
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//-----------------------------------------------------------------------------
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// Uniforms
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//-----------------------------------------------------------------------------
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// Provided by StreamFX
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uniform float4 Time<
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bool automatic = true;
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>;
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uniform float4 ViewSize<
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bool automatic = true;
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>;
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uniform texture2d InputA<
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bool automatic = true;
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>;
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uniform float radius<
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string name = "Radius";
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string description = "The radius of the effect.";
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string field_type = "slider";
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float step = 0.01;
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float minimum = 0.0;
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float maximum = 1.0;
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> = 0.5;
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uniform float2 coordinates<
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string name = "Coordinates (X, Y)";
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string description = "Determines the center of the effect.";
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string field_type = "slider";
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float2 step = {0.01, 0.01};
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float2 minimum = {0.0, 0.0};
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float2 maximum = {1.0, 1.0};
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> = {0.5, 0.5};
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uniform float magnitude<
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string name = "Magnitude";
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string description = "The magnitude of the distortion.";
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string field_type = "slider";
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float minimum = -1.0;
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float maximum = 1.0;
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> = 1.0;
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uniform float tension<
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string name = "Tension";
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string description = "Controls how rapidly the distortion reaches the maximum value.";
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string field_type = "slider";
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float step = 0.01;
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float minimum = 0.0;
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float maximum = 10.0;
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> = 1.0;
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uniform float aspect_ratio<
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string name = "Aspect Ratio";
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string description = "Adjusts the aspect ratio for the associated distortion.";
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string field_type = "slider";
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float step = 0.01;
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float minimum = -1;
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float maximum = 1;
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> = 0.0;
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uniform bool animate<
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string name = "Animate";
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string description = "Animates the effect, making it alternate between pinching and bulging.";
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> = false;
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//-----------------------------------------------------------------------------
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// Structs
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//-----------------------------------------------------------------------------
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struct VertexData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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// Samplers
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//-----------------------------------------------------------------------------
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sampler_state texture_sampler {
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Filter = Linear;
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AddressU = Mirror;
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AddressV = Mirror;
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};
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//-----------------------------------------------------------------------------
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// Functions
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//-----------------------------------------------------------------------------
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float4 PSBulgePinch(VertexData vtx) : TARGET {
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const float ar_raw = 1. * ViewSize.y / ViewSize.x;
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float ar = lerp(ar_raw, 1, aspect_ratio);
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float2 center = coordinates/2.0;
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float2 tc = vtx.uv - center;
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float4 color;
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center.x /= ar;
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tc.x /= ar;
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float dist = distance(tc, center);
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float anim_mag = (animate == 1 ? magnitude * sin(Time.x) : magnitude);
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if (dist < radius && anim_mag != 0)
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{
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float tension_radius = lerp(dist, radius, tension);
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float percent = (dist)/tension_radius;
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if(anim_mag > 0)
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tc = (tc-center) * lerp(1.0, smoothstep(0.0, tension_radius/dist, percent), anim_mag * 0.75);
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else
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tc = (tc-center) * lerp(1.0, pow(abs(percent), 1.0 + anim_mag * 0.75) * tension_radius/dist, 1.0 - percent);
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tc += (2*center);
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tc.x *= ar;
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color = InputA.Sample(texture_sampler, tc);
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}
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else {
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color = InputA.Sample(texture_sampler, vtx.uv);
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}
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return color;
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}
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technique BulgePinch {
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = PSBulgePinch(vtx);
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}
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}
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196
data/examples/shaders/filter/wave.effect
Normal file
196
data/examples/shaders/filter/wave.effect
Normal file
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@ -0,0 +1,196 @@
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// Copyright 2021 Radegast Stravinsky <radegast.ffxiv@gmail.com>
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//
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// 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.
|
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#include "../base.effect"
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//-----------------------------------------------------------------------------
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// Uniforms
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//-----------------------------------------------------------------------------
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// Provided by StreamFX
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uniform float4 Time<
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bool automatic = true;
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>;
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uniform float4 ViewSize<
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bool automatic = true;
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>;
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uniform texture2d InputA<
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bool automatic = true;
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>;
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uniform float magnitude<
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string name = "Magnitude";
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string description = "The magnitude of the distortion.";
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string field_type = "slider";
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float minimum = 0.0;
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float maximum = 10.0;
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> = 1.0;
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uniform float angle<
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string name = "Angle";
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string description = "The amount of oscillation in the image.";
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string field_type = "slider";
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float minimum = -1800.0;
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float maximum = 1800.0;
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> = 90.0;
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uniform float period<
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string name = "Period";
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string description = "The frequency at which the wave oscillation occurs.";
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string field_type = "slider";
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float minimum = 0.0;
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float maximum = 10.0;
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> = 0.5;
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uniform float phase<
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string name = "Phase";
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string description = "Adjusts the phase of the wave.";
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string field_type = "slider";
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float minimum = -1.0;
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float maximum = 1.0;
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> = 0.0;
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uniform float amplitude<
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string name = "Amplitude";
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string description = "Adjusts the amplitude of the wave.";
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string field_type = "slider";
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float minimum = -1.0;
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float maximum = 1.0;
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> = 0.25;
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uniform int wave_type<
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string name = "Wave Type";
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string description = "The wave distortion type to use.";
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string field_type = "enum";
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// Enumeration
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int enum = 2;
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int enum_0 = 0;
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string enum_0_name = "X/X";
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int enum_1 = 1;
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string enum_1_name = "X/Y";
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> = 1;
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uniform int animate<
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string name = "Animate By";
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string description = "Animates the wave distortion by one of the parameters.";
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string field_type = "enum";
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// Enumeration
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int enum = 4;
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int enum_0 = 0;
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string enum_0_name = "None";
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int enum_1 = 1;
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string enum_1_name = "Amplitude";
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int enum_2 = 2;
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string enum_2_name = "Phase";
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int enum_3 = 3;
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string enum_3_name = "Angle";
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> = 0;
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//-----------------------------------------------------------------------------
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// Structs
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//-----------------------------------------------------------------------------
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struct VertexData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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// Samplers
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//-----------------------------------------------------------------------------
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sampler_state texture_sampler {
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Filter = Linear;
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AddressU = Mirror;
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AddressV = Mirror;
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};
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//-----------------------------------------------------------------------------
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// Functions
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//-----------------------------------------------------------------------------
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float4 PSWave(VertexData vtx) : TARGET {
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const float ar = 1.0 * (float)ViewSize.y / (float)ViewSize.x;
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float2 tc = vtx.uv;
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const float2 center = float2(0.5 / ar, 0.5);
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float4 color;
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tc.x /= ar;
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const float theta = radians(animate == 3 ? (Time.x * 5 % 360.0) : angle);
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const float s = sin(theta);
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const float _s = sin(-theta);
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const float c = cos(theta);
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const float _c = cos(-theta);
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tc = float2(dot(tc - center, float2(c, -s)), dot(tc - center, float2(s, c)));
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if(wave_type == 0)
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{
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switch(animate)
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{
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default:
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tc.x += amplitude * sin((tc.x * period * 10) + phase);
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break;
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case 1:
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tc.x += (sin(Time.x) * amplitude) * sin((tc.x * period * 10) + phase);
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break;
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case 2:
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tc.x += amplitude * sin((tc.x * period * 10) + Time.x);
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break;
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}
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}
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else
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{
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switch(animate)
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{
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default:
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tc.x += amplitude * sin((tc.y * period * 10) + phase);
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break;
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case 1:
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tc.x += (sin(Time.x) * amplitude) * sin((tc.y * period * 10) + phase);
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break;
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case 2:
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tc.x += amplitude * sin((tc.y * period * 10) + Time.x);
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break;
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}
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}
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tc = float2(dot(tc, float2(_c, -_s)), dot(tc, float2(_s, _c))) + center;
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tc.x *= ar;
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color = InputA.Sample(texture_sampler, tc);
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return color;
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}
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technique Wave
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{
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = PSWave(vtx);
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}
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}
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223
data/examples/shaders/filter/zigzag.effect
Normal file
223
data/examples/shaders/filter/zigzag.effect
Normal file
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@ -0,0 +1,223 @@
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// Copyright 2021 Radegast Stravinsky <radegast.ffxiv@gmail.com>
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//
|
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// 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.
|
||||
|
||||
#include "../base.effect"
|
||||
//-----------------------------------------------------------------------------
|
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// Uniforms
|
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//-----------------------------------------------------------------------------
|
||||
|
||||
// Provided by StreamFX
|
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uniform float4 Time<
|
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bool automatic = true;
|
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>;
|
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uniform float4 ViewSize<
|
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bool automatic = true;
|
||||
>;
|
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uniform texture2d InputA<
|
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bool automatic = true;
|
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>;
|
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|
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uniform float2 coordinates<
|
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string name = "Coordinates (X, Y)";
|
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string description = "Determines the center of the effect.";
|
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string field_type = "slider";
|
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float2 step = {0.01, 0.01};
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float2 minimum = {0.0, 0.0};
|
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float2 maximum = {1.0, 1.0};
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> = {0.5, 0.5};
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|
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uniform float angle<
|
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string name = "Angle";
|
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string description = "The angle in degrees to twist the image.";
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string field_type = "slider";
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float minimum = -1800.0;
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float maximum = 1800.0;
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> = 270.0;
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uniform int mode<
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string name = "Zigzag Type";
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string description = "The zigzag distortion type to use.";
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string field_type = "enum";
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// Enumeration
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int enum = 2;
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int enum_0 = 0;
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string enum_0_name = "Around Center";
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int enum_1 = 1;
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string enum_1_name = "Out From Center";
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> = 0;
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uniform float amplitude<
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string name = "Amplitude";
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string description = "Adjusts the amplitude of the wave.";
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string field_type = "slider";
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float minimum = -5.0;
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float maximum = 5.0;
|
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> = 0.25;
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uniform float period<
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string name = "Period";
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string description = "The frequency at which the wave oscillation occurs.";
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string field_type = "slider";
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float minimum = 0.0;
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float maximum = 10.0;
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> = 0.5;
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uniform float phase<
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string name = "Phase";
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string description = "Adjusts the phase of the wave.";
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string field_type = "slider";
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float minimum = -1.0;
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float maximum = 1.0;
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> = 0.0;
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uniform float radius<
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string name = "Radius";
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string description = "The radius of the effect.";
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string field_type = "slider";
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float step = 0.01;
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float minimum = 0.0;
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float maximum = 1.0;
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> = 0.5;
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uniform float tension<
|
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string name = "Tension";
|
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string description = "Controls how rapidly the distortion reaches the maximum value.";
|
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string field_type = "slider";
|
||||
float step = 0.01;
|
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float minimum = 0.0;
|
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float maximum = 10.0;
|
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> = 1.0;
|
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|
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uniform float aspect_ratio<
|
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string name = "Aspect Ratio";
|
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string description = "Adjusts the aspect ratio for the associated distortion.";
|
||||
string field_type = "slider";
|
||||
float step = 0.01;
|
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float minimum = -1;
|
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float maximum = 1;
|
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> = 0.0;
|
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|
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uniform int animate<
|
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string name = "Animate By";
|
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string description = "Animates the wave distortion by one of the parameters.";
|
||||
string field_type = "enum";
|
||||
// Enumeration
|
||||
int enum = 3;
|
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int enum_0 = 0;
|
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string enum_0_name = "None";
|
||||
int enum_1 = 1;
|
||||
string enum_1_name = "Amplitude";
|
||||
int enum_2 = 2;
|
||||
string enum_2_name = "Phase";
|
||||
> = 0;
|
||||
|
||||
uniform bool inverse_angle<
|
||||
string name = "Use Inverse Angle";
|
||||
string description = "Inverts the angle, making the edges more distorted than the center.";
|
||||
> = false;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Structs
|
||||
//-----------------------------------------------------------------------------
|
||||
struct VertexData {
|
||||
float4 pos : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Samplers
|
||||
//-----------------------------------------------------------------------------
|
||||
sampler_state texture_sampler {
|
||||
Filter = Linear;
|
||||
AddressU = Mirror;
|
||||
AddressV = Mirror;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Functions
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
float2x2 swirlTransform(float theta) {
|
||||
const float c = cos(theta);
|
||||
const float s = sin(theta);
|
||||
|
||||
const float m1 = c;
|
||||
const float m2 = -s;
|
||||
const float m3 = s;
|
||||
const float m4 = c;
|
||||
|
||||
return float2x2(
|
||||
m1, m2,
|
||||
m3, m4
|
||||
);
|
||||
}
|
||||
|
||||
float2x2 zigzagTransform(float dist) {
|
||||
const float c = cos(dist);
|
||||
return float2x2(
|
||||
c, 0,
|
||||
0, c
|
||||
);
|
||||
}
|
||||
|
||||
float4 PSZigZag(VertexData vtx) : TARGET {
|
||||
const float ar_raw = 1.0 * ViewSize.y / ViewSize.x;
|
||||
float ar = lerp(ar_raw, 1, aspect_ratio);
|
||||
float2 center = coordinates/2.0;
|
||||
float2 tc = vtx.uv - center;
|
||||
|
||||
center.x /= ar;
|
||||
tc.x /= ar;
|
||||
|
||||
const float dist = distance(tc, center);
|
||||
const float tension_radius = lerp(radius-dist, radius, tension);
|
||||
const float percent = max(radius-dist, 0) / tension_radius;
|
||||
const float percentSquared = percent * percent;
|
||||
const float theta = percentSquared * (animate == 1 ? amplitude * sin(Time.x) : amplitude) * sin(percentSquared / period * radians(angle) + (phase + (animate == 2 ? Time.x : 0)));
|
||||
|
||||
if(!mode)
|
||||
{
|
||||
tc = mul(swirlTransform(theta), tc-center);
|
||||
}
|
||||
else
|
||||
{
|
||||
tc = mul(zigzagTransform(theta), tc-center);
|
||||
}
|
||||
|
||||
|
||||
tc += (2.0 * center);
|
||||
tc.x *= ar;
|
||||
|
||||
return InputA.Sample(texture_sampler, tc);
|
||||
}
|
||||
|
||||
technique ZigZag {
|
||||
pass
|
||||
{
|
||||
vertex_shader = DefaultVertexShader(vtx);
|
||||
pixel_shader = PSZigZag(vtx);
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue