filter-shader: Add 'semiline' effect

The 'semiline' effect blanks out horizontal lines of increasing size, with some configuration options. Example: https://cdn.xaymar.com/private/2020-04-23/2020-04-23T08-00-37_obs64_HeartyNavyblueAtlanticridleyturtle.png
This commit is contained in:
Michael Fabian 'Xaymar' Dirks 2020-04-23 07:43:58 +02:00 committed by Michael Fabian Dirks
parent 7a929d6af4
commit d42d26db3d

View file

@ -0,0 +1,91 @@
// Always provided by OBS
uniform float4x4 ViewProj<
bool automatic = true;
>;
// Provided by Stream Effects
uniform float4 Time<
bool automatic = true;
>;
uniform float4 ViewSize<
bool automatic = true;
>;
uniform texture2d InputA<
bool automatic = true;
>;
uniform float _pVerticalEdge<
string name = "Vertical Edge %";
string field_type = "slider";
float scale = 0.01;
float minimum = 0.0;
float maximum = 100.0;
> = 50.0;
uniform float _pSize<
string name = "Step Size (px)";
string field_type = "slider";
float scale = 1.0;
float minimum = 0.5;
float maximum = 128.0;
float step = 0.5;
> = 16.0;
uniform float _pBarSize<
string name = "Bar Size (px)";
string field_type = "slider";
float scale = 1.0;
float minimum = 0.5;
float maximum = 128.0;
float step = 0.5;
> = 1.0;
// ---------- Shader Code
sampler_state def_sampler {
AddressU = Wrap;
AddressV = Wrap;
Filter = Linear;
};
struct VertFragData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertFragData VSDefault(VertFragData vtx) {
vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
return vtx;
}
float4 PSDefault(VertFragData vtx) : TARGET {
float4 smp = InputA.Sample(def_sampler, vtx.uv);
// Increases in steps of .5 pixels.
if (vtx.uv.y <= _pVerticalEdge) {
// Y Position and Y Percent
float iy = _pVerticalEdge - vtx.uv.y;
float iyp = 1.0 - (vtx.uv.y / _pVerticalEdge);
float yc = iy * ViewSize.y;
float step = floor(yc / _pSize);
float yi = 1.0 - (((step + .5) * _pSize * ViewSize.w) + (1.0 - _pVerticalEdge));
float bar_size = step * _pBarSize * ViewSize.w;
float yd = (vtx.uv.y - yi);
if (abs(yd) < bar_size) {
return float4(0., 0., 0., 0.);
}
}
return smp;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(vtx);
pixel_shader = PSDefault(vtx);
}
}