examples: Add 'Bulge/Pinch', 'Wave' and 'ZigZag'

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Radegast-FFXIV 2021-09-06 19:36:58 +02:00 committed by Michael Fabian 'Xaymar' Dirks
parent a628dfebae
commit 998a72a882
4 changed files with 578 additions and 0 deletions

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* @xaymar * @xaymar
/data/examples/filter/rounded-rect.effect @carlosbaraza /data/examples/filter/rounded-rect.effect @carlosbaraza
/data/examples/shaders/filter/bulge_pinch.effect @radeghast-ffxiv
/data/examples/shaders/filter/swirl.effect @radeghast-ffxiv
/data/examples/shaders/filter/wave.effect @radeghast-ffxiv
/data/examples/shaders/filter/zigzag.effect @radeghast-ffxiv
# Security critical owners # Security critical owners
/.github @xaymar /.github @xaymar

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// Copyright 2021 Radegast Stravinsky <radegast.ffxiv@gmail.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.
#include "../base.effect"
//-----------------------------------------------------------------------------
// Uniforms
//-----------------------------------------------------------------------------
// Provided by StreamFX
uniform float4 Time<
bool automatic = true;
>;
uniform float4 ViewSize<
bool automatic = true;
>;
uniform texture2d InputA<
bool automatic = true;
>;
uniform float radius<
string name = "Radius";
string description = "The radius of the effect.";
string field_type = "slider";
float step = 0.01;
float minimum = 0.0;
float maximum = 1.0;
> = 0.5;
uniform float2 coordinates<
string name = "Coordinates (X, Y)";
string description = "Determines the center of the effect.";
string field_type = "slider";
float2 step = {0.01, 0.01};
float2 minimum = {0.0, 0.0};
float2 maximum = {1.0, 1.0};
> = {0.5, 0.5};
uniform float magnitude<
string name = "Magnitude";
string description = "The magnitude of the distortion.";
string field_type = "slider";
float minimum = -1.0;
float maximum = 1.0;
> = 1.0;
uniform float tension<
string name = "Tension";
string description = "Controls how rapidly the distortion reaches the maximum value.";
string field_type = "slider";
float step = 0.01;
float minimum = 0.0;
float maximum = 10.0;
> = 1.0;
uniform float aspect_ratio<
string name = "Aspect Ratio";
string description = "Adjusts the aspect ratio for the associated distortion.";
string field_type = "slider";
float step = 0.01;
float minimum = -1;
float maximum = 1;
> = 0.0;
uniform bool animate<
string name = "Animate";
string description = "Animates the effect, making it alternate between pinching and bulging.";
> = false;
//-----------------------------------------------------------------------------
// Structs
//-----------------------------------------------------------------------------
struct VertexData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Samplers
//-----------------------------------------------------------------------------
sampler_state texture_sampler {
Filter = Linear;
AddressU = Mirror;
AddressV = Mirror;
};
//-----------------------------------------------------------------------------
// Functions
//-----------------------------------------------------------------------------
float4 PSBulgePinch(VertexData vtx) : TARGET {
const float ar_raw = 1. * ViewSize.y / ViewSize.x;
float ar = lerp(ar_raw, 1, aspect_ratio);
float2 center = coordinates/2.0;
float2 tc = vtx.uv - center;
float4 color;
center.x /= ar;
tc.x /= ar;
float dist = distance(tc, center);
float anim_mag = (animate == 1 ? magnitude * sin(Time.x) : magnitude);
if (dist < radius && anim_mag != 0)
{
float tension_radius = lerp(dist, radius, tension);
float percent = (dist)/tension_radius;
if(anim_mag > 0)
tc = (tc-center) * lerp(1.0, smoothstep(0.0, tension_radius/dist, percent), anim_mag * 0.75);
else
tc = (tc-center) * lerp(1.0, pow(abs(percent), 1.0 + anim_mag * 0.75) * tension_radius/dist, 1.0 - percent);
tc += (2*center);
tc.x *= ar;
color = InputA.Sample(texture_sampler, tc);
}
else {
color = InputA.Sample(texture_sampler, vtx.uv);
}
return color;
}
technique BulgePinch {
pass
{
vertex_shader = DefaultVertexShader(vtx);
pixel_shader = PSBulgePinch(vtx);
}
}

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// Copyright 2021 Radegast Stravinsky <radegast.ffxiv@gmail.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.
#include "../base.effect"
//-----------------------------------------------------------------------------
// Uniforms
//-----------------------------------------------------------------------------
// Provided by StreamFX
uniform float4 Time<
bool automatic = true;
>;
uniform float4 ViewSize<
bool automatic = true;
>;
uniform texture2d InputA<
bool automatic = true;
>;
uniform float magnitude<
string name = "Magnitude";
string description = "The magnitude of the distortion.";
string field_type = "slider";
float minimum = 0.0;
float maximum = 10.0;
> = 1.0;
uniform float angle<
string name = "Angle";
string description = "The amount of oscillation in the image.";
string field_type = "slider";
float minimum = -1800.0;
float maximum = 1800.0;
> = 90.0;
uniform float period<
string name = "Period";
string description = "The frequency at which the wave oscillation occurs.";
string field_type = "slider";
float minimum = 0.0;
float maximum = 10.0;
> = 0.5;
uniform float phase<
string name = "Phase";
string description = "Adjusts the phase of the wave.";
string field_type = "slider";
float minimum = -1.0;
float maximum = 1.0;
> = 0.0;
uniform float amplitude<
string name = "Amplitude";
string description = "Adjusts the amplitude of the wave.";
string field_type = "slider";
float minimum = -1.0;
float maximum = 1.0;
> = 0.25;
uniform int wave_type<
string name = "Wave Type";
string description = "The wave distortion type to use.";
string field_type = "enum";
// Enumeration
int enum = 2;
int enum_0 = 0;
string enum_0_name = "X/X";
int enum_1 = 1;
string enum_1_name = "X/Y";
> = 1;
uniform int animate<
string name = "Animate By";
string description = "Animates the wave distortion by one of the parameters.";
string field_type = "enum";
// Enumeration
int enum = 4;
int enum_0 = 0;
string enum_0_name = "None";
int enum_1 = 1;
string enum_1_name = "Amplitude";
int enum_2 = 2;
string enum_2_name = "Phase";
int enum_3 = 3;
string enum_3_name = "Angle";
> = 0;
//-----------------------------------------------------------------------------
// Structs
//-----------------------------------------------------------------------------
struct VertexData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Samplers
//-----------------------------------------------------------------------------
sampler_state texture_sampler {
Filter = Linear;
AddressU = Mirror;
AddressV = Mirror;
};
//-----------------------------------------------------------------------------
// Functions
//-----------------------------------------------------------------------------
float4 PSWave(VertexData vtx) : TARGET {
const float ar = 1.0 * (float)ViewSize.y / (float)ViewSize.x;
float2 tc = vtx.uv;
const float2 center = float2(0.5 / ar, 0.5);
float4 color;
tc.x /= ar;
const float theta = radians(animate == 3 ? (Time.x * 5 % 360.0) : angle);
const float s = sin(theta);
const float _s = sin(-theta);
const float c = cos(theta);
const float _c = cos(-theta);
tc = float2(dot(tc - center, float2(c, -s)), dot(tc - center, float2(s, c)));
if(wave_type == 0)
{
switch(animate)
{
default:
tc.x += amplitude * sin((tc.x * period * 10) + phase);
break;
case 1:
tc.x += (sin(Time.x) * amplitude) * sin((tc.x * period * 10) + phase);
break;
case 2:
tc.x += amplitude * sin((tc.x * period * 10) + Time.x);
break;
}
}
else
{
switch(animate)
{
default:
tc.x += amplitude * sin((tc.y * period * 10) + phase);
break;
case 1:
tc.x += (sin(Time.x) * amplitude) * sin((tc.y * period * 10) + phase);
break;
case 2:
tc.x += amplitude * sin((tc.y * period * 10) + Time.x);
break;
}
}
tc = float2(dot(tc, float2(_c, -_s)), dot(tc, float2(_s, _c))) + center;
tc.x *= ar;
color = InputA.Sample(texture_sampler, tc);
return color;
}
technique Wave
{
pass
{
vertex_shader = DefaultVertexShader(vtx);
pixel_shader = PSWave(vtx);
}
}

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// Copyright 2021 Radegast Stravinsky <radegast.ffxiv@gmail.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.
#include "../base.effect"
//-----------------------------------------------------------------------------
// Uniforms
//-----------------------------------------------------------------------------
// Provided by StreamFX
uniform float4 Time<
bool automatic = true;
>;
uniform float4 ViewSize<
bool automatic = true;
>;
uniform texture2d InputA<
bool automatic = true;
>;
uniform float2 coordinates<
string name = "Coordinates (X, Y)";
string description = "Determines the center of the effect.";
string field_type = "slider";
float2 step = {0.01, 0.01};
float2 minimum = {0.0, 0.0};
float2 maximum = {1.0, 1.0};
> = {0.5, 0.5};
uniform float angle<
string name = "Angle";
string description = "The angle in degrees to twist the image.";
string field_type = "slider";
float minimum = -1800.0;
float maximum = 1800.0;
> = 270.0;
uniform int mode<
string name = "Zigzag Type";
string description = "The zigzag distortion type to use.";
string field_type = "enum";
// Enumeration
int enum = 2;
int enum_0 = 0;
string enum_0_name = "Around Center";
int enum_1 = 1;
string enum_1_name = "Out From Center";
> = 0;
uniform float amplitude<
string name = "Amplitude";
string description = "Adjusts the amplitude of the wave.";
string field_type = "slider";
float minimum = -5.0;
float maximum = 5.0;
> = 0.25;
uniform float period<
string name = "Period";
string description = "The frequency at which the wave oscillation occurs.";
string field_type = "slider";
float minimum = 0.0;
float maximum = 10.0;
> = 0.5;
uniform float phase<
string name = "Phase";
string description = "Adjusts the phase of the wave.";
string field_type = "slider";
float minimum = -1.0;
float maximum = 1.0;
> = 0.0;
uniform float radius<
string name = "Radius";
string description = "The radius of the effect.";
string field_type = "slider";
float step = 0.01;
float minimum = 0.0;
float maximum = 1.0;
> = 0.5;
uniform float tension<
string name = "Tension";
string description = "Controls how rapidly the distortion reaches the maximum value.";
string field_type = "slider";
float step = 0.01;
float minimum = 0.0;
float maximum = 10.0;
> = 1.0;
uniform float aspect_ratio<
string name = "Aspect Ratio";
string description = "Adjusts the aspect ratio for the associated distortion.";
string field_type = "slider";
float step = 0.01;
float minimum = -1;
float maximum = 1;
> = 0.0;
uniform int animate<
string name = "Animate By";
string description = "Animates the wave distortion by one of the parameters.";
string field_type = "enum";
// Enumeration
int enum = 3;
int enum_0 = 0;
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);
}
}