examples: Fix some example shaders and add new ones

* Fixed 'Pixelator's color transition point being off-center and uncontrollable.
* Fixed 'Drunk' filter not working at all.
* Added an inverted mode to 'Luma Burn'.
* Added exponential Luma to 'Luma Burn'.
* Fixed odd color behavior in the 'Color Shift' transition by switching out HSL with HSV.
* Added a new 'Sliding Bars' transition shader, for an example of it see this clip: https://clips.twitch.tv/RacyEndearingHorseradishAMPTropPunch .
This commit is contained in:
Michael Fabian 'Xaymar' Dirks 2020-04-11 22:32:36 +02:00 committed by Michael Fabian Dirks
parent 984a1132bf
commit a989709b6f
5 changed files with 284 additions and 81 deletions

View file

@ -15,22 +15,17 @@ uniform float4x4 Random<
string name = "Random Array"; string name = "Random Array";
string description = "A float4x4 value containing random values between 0 and 1"; string description = "A float4x4 value containing random values between 0 and 1";
>; >;
uniform texture2d ImageSource< uniform float4 ViewSize<
bool visible = false; bool automatic = true;
string name = "Source Texture (Filter, Transition)";
>; >;
uniform float2 ImageSource_Size< uniform texture2d InputA<
bool visible = false; bool automatic = true;
string name = "Source Texture Size (Filter, Transition)";
>;
uniform float2 ImageSource_Texel<
bool visible = false;
string name = "Source Texture Texel Size (Filter, Transition)";
>; >;
// Shader Parameters // Shader Parameters
uniform float p_drunk_strength< uniform float p_drunk_strength<
bool visible = true; bool visible = true;
string field_type = "slider";
string name = "Strength"; string name = "Strength";
float minimum = 0.; float minimum = 0.;
float maximum = 100.; float maximum = 100.;
@ -38,6 +33,7 @@ uniform float p_drunk_strength<
> = 25.0; > = 25.0;
uniform float p_drunk_speed< uniform float p_drunk_speed<
bool visible = true; bool visible = true;
string field_type = "slider";
string name = "Speed"; string name = "Speed";
float minimum = 0.; float minimum = 0.;
float maximum = 100.; float maximum = 100.;
@ -56,19 +52,11 @@ struct VertData {
float2 uv : TEXCOORD0; float2 uv : TEXCOORD0;
}; };
struct FragData { VertData VSDefault(VertData vtx) {
float4 pos : POSITION; vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
float2 uv : TEXCOORD0; return vtx;
};
FragData VSDefault(VertData v_in) {
FragData vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
} }
// ---------- Fixed Color
#define MAX_PTS 5 #define MAX_PTS 5
#define MAX_LINE 5. #define MAX_LINE 5.
@ -96,30 +84,30 @@ float2 mult_at(int x, int y) {
return mult; return mult;
} }
float4 PS_Drunk(FragData v_in) : TARGET { float4 PSDrunkStage1(VertData vtx) : TARGET {
float2 uvs[MAX_PTS + 1][MAX_PTS + 1]; float2 uvs[MAX_PTS + 1][MAX_PTS + 1];
for (int x = 0; x <= MAX_PTS; x++) { for (int x = 0; x <= MAX_PTS; x++) {
for (int y = 0; y <= MAX_PTS; y++) { for (int y = 0; y <= MAX_PTS; y++) {
float2 off = float2(0, 0); float2 off = float2(0, 0);
if ((x > 0) && (x < MAX_PTS)) { if ((x > 0) && (x < MAX_PTS)) {
off.x = cos(Time.y * p_drunk_speed + random_time_at(x, y)) * ImageSource_Texel.x; off.x = cos(Time.x * p_drunk_speed + random_time_at(x, y)) * ViewSize.z;
} }
if ((y > 0) && (y < MAX_PTS)) { if ((y > 0) && (y < MAX_PTS)) {
off.y = sin(Time.y * p_drunk_speed + random_time_at(x, y)) * ImageSource_Texel.y; off.y = sin(Time.x * p_drunk_speed + random_time_at(x, y)) * ViewSize.w;
} }
off *= (p_drunk_strength / 100.0) * ImageSource_Size * 0.5 * mult_at(x, y); off *= (p_drunk_strength / 100.0) * ViewSize.xy * 0.5 * mult_at(x, y);
uvs[x][y] = float2(x / MAX_LINE + off.x, y / MAX_LINE + off.y); uvs[x][y] = float2(x / MAX_LINE + off.x, y / MAX_LINE + off.y);
} }
} }
float2 fade = frac(v_in.uv * MAX_LINE); float2 fade = frac(vtx.uv * MAX_LINE);
fade = (sin((fade - 0.5) * 3.141) + 1.0) * 0.5; fade = (sin((fade - 0.5) * 3.141) + 1.0) * 0.5;
int2 _low = int2(floor(v_in.uv * MAX_LINE)); int2 _low = int2(floor(vtx.uv * MAX_LINE));
int2 _hig = int2(ceil(v_in.uv * MAX_LINE)); int2 _hig = int2(ceil(vtx.uv * MAX_LINE));
float2 uv = v_in.uv; float2 uv = vtx.uv;
float2 uv_tl = uvs[_low.x][_low.y]; float2 uv_tl = uvs[_low.x][_low.y];
float2 uv_tr = uvs[_hig.x][_low.y]; float2 uv_tr = uvs[_hig.x][_low.y];
float2 uv_bl = uvs[_low.x][_hig.y]; float2 uv_bl = uvs[_low.x][_hig.y];
@ -129,14 +117,14 @@ float4 PS_Drunk(FragData v_in) : TARGET {
float2 uv_b = lerp(uv_bl, uv_br, fade.x); float2 uv_b = lerp(uv_bl, uv_br, fade.x);
uv = lerp(uv_t, uv_b, fade.y); uv = lerp(uv_t, uv_b, fade.y);
return ImageSource.Sample(def_sampler, uv); return InputA.Sample(def_sampler, uv);
} }
technique Draw technique Draw
{ {
pass pass
{ {
vertex_shader = VSDefault(v_in); vertex_shader = VSDefault(vtx);
pixel_shader = PS_Drunk(v_in); pixel_shader = PSDrunkStage1(vtx);
} }
} }

View file

@ -56,59 +56,29 @@ VertData VSDefault(VertData v_in) {
return vert_out; return vert_out;
} }
float4 HSLtoRGB(float4 HSLA) { float4 RGBtoHSV(float4 RGBA) {
float3 rgb = clamp( const float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
abs( const float e = 1.0e-10;
fmod( float4 p = lerp(float4(RGBA.bg, K.wz), float4(RGBA.gb, K.xy), step(RGBA.b, RGBA.g));
HSLA.x * 6.0 + float3(0.0, 4.0, 2.0), float4 q = lerp(float4(p.xyw, RGBA.r), float4(RGBA.r, p.yzx), step(p.x, RGBA.r));
6.0 float d = q.x - min(q.w, q.y);
) - 3.0 return float4(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x, RGBA.a);
) - 1.0,
0.0,
1.0
);
return float4(HSLA.z + HSLA.y * (rgb - 0.5) * (1.0 - abs(2.0 * HSLA.z - 1.0)), HSLA.a);
} }
float4 RGBtoHSL(float4 RGBA) { float4 HSVtoRGB(float4 HSVA) {
float h = 0.0; const float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float s = 0.0; float4 v = float4(0,0,0,0);
float l = 0.0; v.rgb = HSVA.z * lerp(K.xxx, clamp(abs(frac(HSVA.xxx + K.xyz) * 6.0 - K.www) - K.xxx, 0.0, 1.0), HSVA.y);
float r = RGBA.r; v.a = HSVA.a;
float g = RGBA.g; return v;
float b = RGBA.b;
float cMin = min( r, min( g, b ) );
float cMax = max( r, max( g, b ) );
l = ( cMax + cMin ) / 2.0;
if ( cMax > cMin ) {
float cDelta = cMax - cMin;
//s = l < .05 ? cDelta / ( cMax + cMin ) : cDelta / ( 2.0 - ( cMax + cMin ) ); Original
s = l < .0 ? cDelta / ( cMax + cMin ) : cDelta / ( 2.0 - ( cMax + cMin ) );
if ( r == cMax ) {
h = ( g - b ) / cDelta;
} else if ( g == cMax ) {
h = 2.0 + ( b - r ) / cDelta;
} else {
h = 4.0 + ( r - g ) / cDelta;
}
if ( h < 0.0) {
h += 6.0;
}
h = h / 6.0;
}
return float4( h, s, l, RGBA.a );
} }
float4 PSDefault(VertData v_in) : TARGET { float4 PSDefault(VertData v_in) : TARGET {
float4 sampleA = InputA.Sample(def_sampler, v_in.uv); float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
float4 sampleB = InputB.Sample(def_sampler, v_in.uv); float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
float4 hslA = RGBtoHSL(sampleA); float4 hslA = RGBtoHSV(sampleA);
float4 hslB = RGBtoHSL(sampleB); float4 hslB = RGBtoHSV(sampleB);
float4 hslT = hslB - hslA; float4 hslT = hslB - hslA;
if (hslT.r > 0.5) { if (hslT.r > 0.5) {
hslB.r = 1.0 + (-1.0 + hslB.r); hslB.r = 1.0 + (-1.0 + hslB.r);
@ -120,7 +90,7 @@ float4 PSDefault(VertData v_in) : TARGET {
hslB.b = 1.0 + (-1.0 + hslB.b); hslB.b = 1.0 + (-1.0 + hslB.b);
} }
float4 rgb = HSLtoRGB(lerp(hslA, hslB, TransitionTime)); float4 rgb = HSVtoRGB(lerp(hslA, hslB, TransitionTime));
return rgb; return rgb;
} }

View file

@ -37,6 +37,18 @@ uniform float Sharpness<
float scale = 1.0; float scale = 1.0;
> = 10.0; > = 10.0;
uniform bool LumaIsExponential<
string name = "Is Luminosity exponential?";
>;
uniform float LumaExponent<
string name = "Luminosity Exponent";
string field_type = "slider";
float minimum = 0.;
float maximum = 500.;
float step = .01;
float scale = .01;
> = 150.;
// ---------- Shader Code // ---------- Shader Code
sampler_state def_sampler { sampler_state def_sampler {
AddressU = Clamp; AddressU = Clamp;
@ -65,6 +77,9 @@ float4 RGBtoYUV(float4 rgba, float3x3 yuv) {
) + float4(0,0.5,0.5,0); ) + float4(0,0.5,0.5,0);
} }
#define C_e 2,7182818284590452353602874713527
#define C_log2_e 1.4426950408889634073599246810019 // Windows calculator: log(e(1)) / log(2)
float4 PSDefault(VertData v_in) : TARGET { float4 PSDefault(VertData v_in) : TARGET {
const float3x3 mYUV709n = { // Normalized const float3x3 mYUV709n = { // Normalized
0.2126, 0.7152, 0.0722, 0.2126, 0.7152, 0.0722,
@ -79,7 +94,11 @@ float4 PSDefault(VertData v_in) : TARGET {
float4 sampleBYUV = RGBtoYUV(sampleB, mYUV709n); float4 sampleBYUV = RGBtoYUV(sampleB, mYUV709n);
float sharpinv = 1.0 / Sharpness; float sharpinv = 1.0 / Sharpness;
float transition = sharpinv + sampleAYUV.r * (1.0 - sharpinv); float luma = sampleAYUV.r;
if (LumaIsExponential) {
luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
}
float transition = sharpinv + luma * (1.0 - sharpinv);
transition -= TransitionTime; transition -= TransitionTime;
transition *= Sharpness; transition *= Sharpness;
transition += 0.5; transition += 0.5;
@ -97,3 +116,40 @@ technique Draw
pixel_shader = PSDefault(v_in); pixel_shader = PSDefault(v_in);
} }
} }
float4 PSInverse(VertData v_in) : TARGET {
const float3x3 mYUV709n = { // Normalized
0.2126, 0.7152, 0.0722,
-0.1145721060573399, -0.3854278939426601, 0.5,
0.5, -0.4541529083058166, -0.0458470916941834
};
float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
float4 sampleAYUV = RGBtoYUV(sampleA, mYUV709n);
float4 sampleBYUV = RGBtoYUV(sampleB, mYUV709n);
float sharpinv = 1.0 / Sharpness;
float luma = (1.0 - sampleAYUV.r);
if (LumaIsExponential) {
luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
}
float transition = sharpinv + luma * (1.0 - sharpinv);
transition -= TransitionTime;
transition *= Sharpness;
transition += 0.5;
transition = clamp(transition, 0., 1.);
return sampleB * (1.0 - transition) + sampleA * (transition);
//return transition;
}
technique DrawInverse
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSInverse(v_in);
}
}

View file

@ -56,6 +56,14 @@ uniform float2 _3_blockOffset<
float2 maximum = {100., 100.}; float2 maximum = {100., 100.};
float2 scale = {0.01, 0.01}; float2 scale = {0.01, 0.01};
> = {50., 50.}; > = {50., 50.};
uniform float _4_transitionRange<
string name = "Transition Range";
string field_type = "slider";
float minimum = 0.;
float maximum = 100.;
float scale = .005;
float step = .01;
> = 25.0;
// ---------- Shader Code // ---------- Shader Code
sampler_state def_sampler { sampler_state def_sampler {
@ -104,7 +112,13 @@ float4 PSDefault(VertData v_in) : TARGET {
float4 sampleA = InputA.Sample(def_sampler, finalUV); float4 sampleA = InputA.Sample(def_sampler, finalUV);
float4 sampleB = InputB.Sample(def_sampler, finalUV); float4 sampleB = InputB.Sample(def_sampler, finalUV);
float4 rgb = lerp(sampleA, sampleB, clamp((TransitionTime - 0.45) * (1.0 / 0.45), 0., 1.)); float transition = clamp(
((TransitionTime - 0.5) / _4_transitionRange) * .5 + .5,
0.,
1.
);
float4 rgb = lerp(sampleA, sampleB, transition);
return rgb; return rgb;
} }

View file

@ -0,0 +1,175 @@
// Always provided by OBS
uniform float4x4 ViewProj<
bool automatic = true;
string name = "View Projection Matrix";
>;
// 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 float4 ViewSize<
bool automatic = true;
>;
uniform texture2d InputA<
bool automatic = true;
>;
uniform texture2d InputB<
bool automatic = true;
>;
uniform float TransitionTime<
bool automatic = true;
>;
uniform int2 TransitionSize<
bool automatic = true;
>;
uniform bool _49_FadeToColor<
string name = "Fade To Color?";
> = true;
uniform float4 _50_Color<
string name = "Color";
string field_type = "slider";
float4 minimum = {0.,0.,0.,0.};
float4 maximum = {100.,100.,100.,100.};
float4 scale = {.01,.01,.01,.01};
float4 step = {.01,.01,.01,.01};
> = {0., 0., 0., 100.};
uniform float _100_Rotation<
string name = "Rotation";
string field_type = "slider";
float minimum = -90.;
float maximum = 90.;
float scale = 1.;
float step = .01;
> = 30.;
uniform float _200_Bars<
string name = "Number of Bars";
string field_type = "slider";
float minimum = 1.;
float maximum = 100.;
float scale = 1.;
float step = .5;
> = 20.;
// ---------- Shader Code
sampler_state def_sampler {
AddressU = Clamp;
AddressV = Clamp;
Filter = Linear;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
#define PI 3.1415926535897932384626433832795
#define TO_RAD(x) (x * (PI/180.))
#define TO_DEG(x) (x * (180./PI))
VertData VSDefault(VertData vtx) {
vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
return vtx;
}
float2 rotate2D(float2 xy, float angle) {
float s = sin(angle);
float c = cos(angle);
return float2(xy.x * c + xy.y * s, xy.x * -s + xy.y * c);
}
// https://www.shadertoy.com/view/4dXBRH
float hash( in float2 p ) // replace this by something better
{
p = 50.0*frac( p*0.3183099 + float2(0.71,0.113));
return -1.0+2.0*frac( p.x*p.y*(p.x+p.y) );
}
// return value noise (in x) and its derivatives (in yz)
float3 noised( in float2 p )
{
float2 i = floor( p );
float2 f = frac( p );
// quintic interpolation
float2 u = f*f*f*(f*(f*6.0-15.0)+10.0);
float2 du = 30.0*f*f*(f*(f-2.0)+1.0);
float va = hash( i + float2(0.0,0.0) );
float vb = hash( i + float2(1.0,0.0) );
float vc = hash( i + float2(0.0,1.0) );
float vd = hash( i + float2(1.0,1.0) );
float k0 = va;
float k1 = vb - va;
float k2 = vc - va;
float k4 = va - vb - vc + vd;
return float3( va+(vb-va)*u.x+(vc-va)*u.y+(va-vb-vc+vd)*u.x*u.y, // value
du*(u.yx*(va-vb-vc+vd) + float2(vb,vc) - va) ); // derivative
}
bool compare_a_b(float time, float x, float dir) {
if (dir < .5) {
return time > x;
} else {
return (1. - time) < x;
}
}
float4 PSDefault(VertData vtx) : TARGET {
float2 ruv = (rotate2D(vtx.uv - .5, TO_RAD(_100_Rotation)) + .5);
float bar_offset_max = .2;
float bar_id = floor(ruv.y * _200_Bars);
float bar_offset = 0.;
float bar_direction = 0.;
if (TransitionTime < .5 || !_49_FadeToColor) {
bar_offset = noised(float2(bar_id, 0.)).x * bar_offset_max;
bar_direction = step(noised(float2(bar_id, 1.)).x, .5);
} else {
bar_offset = noised(float2(bar_id, 1.)).x * bar_offset_max;
bar_direction = step(noised(float2(bar_id, 0.)).x, .5);
}
if (_49_FadeToColor) {
float bar_time_a = (TransitionTime * 3.) + bar_offset;
float bar_time_b = (TransitionTime * 3. - 2.) - bar_offset;
if (compare_a_b(bar_time_a, vtx.uv.x, bar_direction)) {
if (compare_a_b(bar_time_b, vtx.uv.x, bar_direction)) {
return InputB.Sample(def_sampler, vtx.uv);
} else {
return _50_Color;
}
} else {
return InputA.Sample(def_sampler, vtx.uv);
}
} else {
float bar_time_a = clamp((TransitionTime + bar_offset) / (1. - bar_offset_max), 0., 1.);
if (compare_a_b(bar_time_a, vtx.uv.x, bar_direction)) {
return InputB.Sample(def_sampler, vtx.uv);
} else {
return InputA.Sample(def_sampler, vtx.uv);
}
}
}
technique Draw
{
pass
{
vertex_shader = VSDefault(vtx);
pixel_shader = PSDefault(vtx);
}
}