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examples: Add Pixelation filter shader (#418)
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127
data/examples/shaders/filter/pixelation.effect
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127
data/examples/shaders/filter/pixelation.effect
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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 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 PixelScale<
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string name = "Scale";
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string field_type = "slider";
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float minimum = 1.0;
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float maximum = 1024.0;
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float step = 1.0;
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> = 120.0;
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uniform float Range_EndXOffset<
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string name = "Range End X";
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string field_type = "slider";
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float minimum = 0.0;
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float maximum = 100.0;
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float step = 1.0;
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float scale = 1.0;
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> = 100;
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uniform float Range_EndYOffset<
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string name = "Range End Y";
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string field_type = "slider";
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float minimum = 0.0;
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float maximum = 100.0;
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float step = 1.0;
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float scale = 1.0;
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> = 100;
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uniform float Range_StartXOffset<
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string name = "Range Start X";
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string field_type = "slider";
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float minimum = 0.0;
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float maximum = 100.0;
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float step = 1.0;
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float scale = 1.0;
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> = 0;
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uniform float Range_StartYOffset<
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string name = "Range Start Y";
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string field_type = "slider";
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float minimum = 0.0;
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float maximum = 100.0;
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float step = 1.0;
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float scale = 1.0;
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> = 0;
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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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#define PI 3.1415926f
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#define TAU 6.2831853f
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#define deg30 0.52359877
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float2 nearestPixel(float s, float2 st){
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float h = sin(deg30)*s;
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float r = cos(deg30)*s;
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float2 sect = st/float2(2.0*r, h+s);
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float2 sectPxl = fmod(st, float2(2.0*r, h+s));
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float aSection = fmod(floor(sect.y), 2.0);
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float2 coord = floor(sect);
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float xoff = fmod(coord.y, 2.0)*r;
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return float2(coord.x*2.0*r-xoff, coord.y*(h+s))+float2(r*2.0, s);
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}
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float4 PSDefault(VertData v_in) : TARGET {
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float2 coord = v_in.uv * ViewSize.xy;
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float s = ViewSize.x/PixelScale;
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float2 nearest = nearestPixel(s, coord);
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float4 texel = InputA.Sample(def_sampler, nearest / ViewSize.xy);//, -100.0);
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//**
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float End_X_Offset = Range_EndXOffset/100;
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float Start_X_Offset = Range_StartXOffset/100;
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float End_Y_Offset = Range_EndYOffset/100;
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float Start_Y_Offset = Range_StartYOffset/100;
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float luminance = (texel.r + texel.g + texel.b)/3.0;
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float interiorSize = s;
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float interior = 1.0 - smoothstep(interiorSize-1.0, interiorSize, 1);
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//**
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float4 c1;
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c1 = InputA.Sample(def_sampler, v_in.uv);
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if ((v_in.uv.x < (End_X_Offset - 0.005)) && (v_in.uv.x > (Start_X_Offset - 0.005)) &&
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(v_in.uv.y < (End_Y_Offset - 0.005)) && (v_in.uv.y > (Start_Y_Offset - 0.005)))
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{
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c1 = float4(texel.rgb*interior, 1.0);
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}
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return c1;
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//fragColor = float4(nearest, 0.0, 1.0);
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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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