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https://github.com/Xaymar/obs-StreamFX
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effects: Add RGB -> YUV, YUV -> RGB color converter
This should help for filters requiring other color formats.
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1 changed files with 81 additions and 0 deletions
81
data/effects/color-conversion.effect
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81
data/effects/color-conversion.effect
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uniform float4x4 ViewProj;
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uniform texture2d image;
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sampler_state primarySampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertDataIn {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct VertDataOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertDataOut VSDefault(VertDataIn v_in) {
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VertDataOut vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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// ************************************************************************** //
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// RGB <-> YUV
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// ************************************************************************** //
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float4 RGBtoYUV(float4 rgba, float3x3 yuv) {
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return float4(
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rgba.r * yuv._m00 + rgba.g * yuv._m01 + rgba.b * yuv._m02,
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rgba.r * yuv._m10 + rgba.g * yuv._m11 + rgba.b * yuv._m12,
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rgba.r * yuv._m20 + rgba.g * yuv._m21 + rgba.b * yuv._m22,
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rgba.a
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) + float4(0,0.5,0.5,0);
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}
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float4 YUVtoRGB(float4 yuva, float3x3 yuvi) {
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yuva.gb -= 0.5;
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return float4(
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yuva.r * yuvi._m00 + yuva.g * yuvi._m01 + yuva.b * yuvi._m02,
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yuva.r * yuvi._m10 + yuva.g * yuvi._m11 + yuva.b * yuvi._m12,
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yuva.r * yuvi._m20 + yuva.g * yuvi._m21 + yuva.b * yuvi._m22,
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yuva.a);
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}
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float4 RGBToYUV_Pass(VertDataOut v_in) : TARGET {
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const float3x3 mYUV709 = {
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0.2126, 0.7152, 0.0722,
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-0.2126, -0.7152, 0.9278,
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0.7874, -0.7152, -0.0722
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};
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const float3x3 mYUV709n = { // Normalized
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0.2126, 0.7152, 0.0722,
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-0.1145721060573399, -0.3854278939426601, 0.5,
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0.5, -0.4541529083058166, -0.0458470916941834
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};
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return RGBtoYUV(image.Sample(primarySampler, v_in.uv), mYUV709n);
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}
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float4 YUVToRGB_Pass(VertDataOut v_in) : TARGET {
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const float3x3 mYUV709i = { // Inverse Normalized
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1, 0, 1.5748,
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1, -0.187324, -0.468124,
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1, 1.8556, 0
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};
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return YUVtoRGB(image.Sample(primarySampler, v_in.uv), mYUV709i);
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}
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technique RGBToYUV {
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pass {
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vertex_shader = VSDefault(v_in);
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pixel_shader = RGBToYUV_Pass(v_in);
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}
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}
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technique YUVToRGB {
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pass {
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vertex_shader = VSDefault(v_in);
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pixel_shader = YUVToRGB_Pass(v_in);
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}
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}
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