mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-12-29 11:01:23 +00:00
parent
29bbe22bec
commit
adc38738f7
5 changed files with 11 additions and 8 deletions
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@ -36,7 +36,7 @@ float4 generate_lut2(float2 uv, uint4 params0) {
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);
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);
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};
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};
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float3 sample_lut(float3 color, uint bit_depth, texture2D lut_texture) {
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float3 sample_lut(float3 color, uint bit_depth, texture2d lut_texture) {
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uint size = pow(2, bit_depth);
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uint size = pow(2, bit_depth);
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uint z_size = pow(2, bit_depth / 2);
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uint z_size = pow(2, bit_depth / 2);
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uint container_size = pow(2, bit_depth + (bit_depth / 2));
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uint container_size = pow(2, bit_depth + (bit_depth / 2));
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@ -82,7 +82,7 @@ float3 sample_lut(float3 color, uint bit_depth, texture2D lut_texture) {
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return lerp(c_lo, c_hi, frac(color.z));
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return lerp(c_lo, c_hi, frac(color.z));
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};
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};
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float3 sample_lut2(float3 color, texture2D lut_texture, int4 params0, float4 params1) {
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float3 sample_lut2(float3 color, texture2d lut_texture, int4 params0, float4 params1) {
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uint size = params0.r;
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uint size = params0.r;
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uint z_size = params0.g;
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uint z_size = params0.g;
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uint container_size = params0.b;
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uint container_size = params0.b;
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@ -50,6 +50,7 @@ struct VertexData {
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float4 pos : POSITION;
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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float2 uv : TEXCOORD0;
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};
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};
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struct VertexColorData {
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struct VertexColorData {
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float4 pos : POSITION;
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float4 pos : POSITION;
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float4 clr : COLOR;
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float4 clr : COLOR;
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@ -63,6 +64,7 @@ VertexData DefaultVertexShader(VertexData vtx) {
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vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
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vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
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return vtx;
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return vtx;
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};
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};
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VertexColorData ColorVertexShader(VertexColorData vtx) {
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VertexColorData ColorVertexShader(VertexColorData vtx) {
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vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
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vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
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return vtx;
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return vtx;
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@ -1,9 +1,10 @@
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#include "shared.effect"
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#include "shared.effect"
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uniform texture2D InputA<
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uniform texture2d InputA<
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bool automatic = true;
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bool automatic = true;
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>;
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>;
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uniform texture2D InputB<
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uniform texture2d InputB<
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bool automatic = true;
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bool automatic = true;
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>;
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>;
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@ -1,6 +1,6 @@
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#include "shared.effect"
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#include "shared.effect"
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uniform texture2D InputA<
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uniform texture2d InputA<
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bool automatic = true;
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bool automatic = true;
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>;
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>;
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@ -58,7 +58,7 @@ uniform float2 CornerBR<
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// - CornerBL: Corner "D"
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// - CornerBL: Corner "D"
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// - CornerBR: Corner "C"
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// - CornerBR: Corner "C"
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float2 cross2d(in float2 a, in float2 b) {
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float cross2d(in float2 a, in float2 b) {
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return (a.x * b.y) - (a.y * b.x);
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return (a.x * b.y) - (a.y * b.x);
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};
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};
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@ -1,9 +1,9 @@
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#include "shared.effect"
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#include "shared.effect"
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uniform texture2D InputA<
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uniform texture2d InputA<
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bool automatic = true;
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bool automatic = true;
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>;
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>;
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uniform texture2D InputB<
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uniform texture2d InputB<
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bool automatic = true;
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bool automatic = true;
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>;
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>;
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uniform float Threshold<
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uniform float Threshold<
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