examples: Add base effect for common functionality

Many shader examples share quite a bit of code, and the OBS Studio parser and GPU driver shader compiler actually get rid of unused code quite well. So we can simply share the code between many examples, which drastically improves the quality of the code.
This commit is contained in:
Michael Fabian 'Xaymar' Dirks 2021-04-25 13:55:30 +02:00
parent 84cff8235f
commit d2df0fa24f

View file

@ -0,0 +1,131 @@
// Copyright 2021 Michael Fabian Dirks <info@xaymar.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.
//------------------------------------------------------------------------------
// Defines
//------------------------------------------------------------------------------
// Variations of PI/TAU
#define PI 3.141592653
#define TAU 6.283185307
#define PIm2 6.283185307
#define PIb2 1.570796326
#define PIb4 0.785398163
// Phi/Φ = Golden Ratio
#define PHI 1.61803398874989484820459
// e (Eulers Constant)
#define EULERS_CONSTANT 2,7182818284590452353602874713527
// Degrees <-> Radians Conversion
#define TO_RAD(x) (x * 0.017453292)
#define TO_DEG(x) (x * 57.295779513)
//------------------------------------------------------------------------------
// Uniforms
//------------------------------------------------------------------------------
uniform float4x4 ViewProj<
bool automatic = true;
>;
uniform float4 Time<
bool automatic = true;
>;
uniform float4 ViewSize<
bool automatic = true;
>;
// Filter Support
#ifdef IS_FILTER
uniform texture2d InputA<
bool automatic = true;
>;
#endif
// Transition Support
#ifdef IS_TRANSITION
uniform texture2d InputA<
bool automatic = true;
>;
uniform texture2d InputB<
bool automatic = true;
>;
uniform float TransitionTime<
bool automatic = true;
>;
#endif
uniform int RandomSeed<
bool automatic = true;
>;
uniform float4x4 Random<
bool automatic = true;
>;
//------------------------------------------------------------------------------
// Structures
//------------------------------------------------------------------------------
struct VertexInformation {
float4 position : POSITION;
float4 texcoord0 : TEXCOORD0;
};
//------------------------------------------------------------------------------
// Samplers
//------------------------------------------------------------------------------
sampler_state PointRepeatSampler {
Filter = Point;
AddressU = Repeat;
AddressV = Repeat;
};
sampler_state LinearRepeatSampler {
Filter = Linear;
AddressU = Repeat;
AddressV = Repeat;
};
sampler_state PointClampSampler {
Filter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
sampler_state LinearClampSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
//------------------------------------------------------------------------------
// Functions
//------------------------------------------------------------------------------
VertexInformation DefaultVertexShader(VertexInformation vtx) {
vtx.position = mul(float4(vtx.position.xyz, 1.0), ViewProj);
return vtx;
};