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examples: Add rounded-rect Shader
Adapted from (https://github.com/Oncorporation/obs-shaderfilter/blob/master/data/examples/rounded_rect.shader) by @carlosbaraza.
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2 changed files with 110 additions and 1 deletions
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* @xaymar
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/data/examples/filter/rounded-rect.effect @carlosbaraza
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# Security critical owners
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/.github @xaymar
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109
data/examples/shaders/filter/rounded-rect.effect
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109
data/examples/shaders/filter/rounded-rect.effect
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// Copyright 2021 Carlos Baraza
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//
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// Permission is hereby granted, free of charge, to any person obtaining
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// a copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included
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// in all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR
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// THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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#define IS_FILTER
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#include "../base.effect"
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//------------------------------------------------------------------------------
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// Uniforms
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//------------------------------------------------------------------------------
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uniform int _0_corner_radius<
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string name = "Corner Radius";
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string suffix = " px";
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string field_type = "input";
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int minimum = 0;
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int maximum = 2000;
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int step = 10;
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int scale = 1;
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> = 40;
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uniform float4 _1_border<
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string name = "Border Color";
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string field_type = "slider";
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float4 minimum = {0., 0., 0., 0.};
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float4 maximum = {100., 100., 100., 100.};
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float4 step = {0.01, 0.01, 0.01, 0.01};
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float4 scale = {0.01, 0.01, 0.01, 0.01};
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> = {0., 0., 0., 100.};
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uniform int _2_border_thickness<
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string name = "Border Thickness";
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string suffix = " px";
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string field_type = "input";
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int minimum = 0;
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int maximum = 300;
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int step = 1;
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int scale = 1;
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> = 5;
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//------------------------------------------------------------------------------
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// Technique: Rounded Rect
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//------------------------------------------------------------------------------
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float4 RoundedRect(VertexInformation vtx) : TARGET {
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float2 uv = vtx.texcoord0.xy;
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int corner_radius = _0_corner_radius;
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// Fold the input horizontally and vertically so all corners fall into the same quadrant
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float2 mirrored_tex_coord = float2(0.5, 0.5) - abs(uv - float2(0.5, 0.5));
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float4 rgb = InputA.Sample(LinearClampSampler, uv);
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float2 pixel_position = float2(
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mirrored_tex_coord.x * ViewSize.x,
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mirrored_tex_coord.y * ViewSize.y
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);
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// Handle rounded corner
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float pixel_distance_from_center = distance(
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pixel_position,
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float2(corner_radius, corner_radius)
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);
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bool is_in_corner = (pixel_position.x < corner_radius) && (pixel_position.y < corner_radius);
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bool is_within_radius = pixel_distance_from_center <= corner_radius;
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// Handle border
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bool is_within_edge_border = !is_in_corner && (
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(pixel_position.x <= _2_border_thickness) ||
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(pixel_position.y <= _2_border_thickness)
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);
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bool is_within_corner_border = is_in_corner && (
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(pixel_distance_from_center < corner_radius) &&
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(pixel_distance_from_center > (corner_radius - _2_border_thickness))
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);
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if (is_within_edge_border || is_within_corner_border) {
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return rgb + _1_border;
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}
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// Handle corners and return transparent color
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if (is_in_corner && !is_within_radius) {
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return float4(0,0,0,0);
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}
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return rgb;
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}
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technique RoundedRect
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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 = RoundedRect(vtx);
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}
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}
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