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examples: Add Swirl shader (#618)
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172
data/examples/shaders/filter/swirl.effect
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172
data/examples/shaders/filter/swirl.effect
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// Copyright 2021 Radegast Stravinsky <radegast.ffxiv@gmail.com>
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// 2. Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// 3. Neither the name of the copyright holder nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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#include "../base.effect"
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//-----------------------------------------------------------------------------
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// Uniforms
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//-----------------------------------------------------------------------------
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// Provided by StreamFX
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uniform float4 Time<
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bool automatic = true;
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>;
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uniform float4 ViewSize<
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bool automatic = true;
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>;
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uniform texture2d InputA<
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bool automatic = true;
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>;
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uniform float2 coordinates<
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string name = "Coordinates (X, Y)";
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string description = "Determines the center of the effect.";
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string field_type = "slider";
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float2 step = {0.01, 0.01};
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float2 minimum = {0.0, 0.0};
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float2 maximum = {1.0, 1.0};
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> = {0.5, 0.5};
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uniform float angle<
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string name = "Angle";
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string description = "The angle in degrees to twist the image.";
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string field_type = "slider";
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float minimum = -1800.0;
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float maximum = 1800.0;
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> = 270.0;
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uniform float radius<
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string name = "Radius";
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string description = "The radius of the effect.";
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string field_type = "slider";
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float step = 0.01;
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float minimum = 0.0;
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float maximum = 1.0;
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> = 0.5;
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uniform float tension<
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string name = "Tension";
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string description = "Controls how rapidly the distortion reaches the maximum value.";
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string field_type = "slider";
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float step = 0.01;
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float minimum = 0.0;
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float maximum = 10.0;
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> = 1.0;
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uniform float aspect_ratio<
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string name = "Aspect Ratio";
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string description = "Adjusts the aspect ratio for the associated distortion.";
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string field_type = "slider";
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float step = 0.01;
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float minimum = -1;
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float maximum = 1;
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> = 0.0;
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uniform bool animate<
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string name = "Animate";
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string description = "Animates the effect, making it twist back and forth.";
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> = false;
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uniform bool inverse_angle<
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string name = "Use Inverse Angle";
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string description = "Inverts the angle, making the edges more distorted than the center.";
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> = false;
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//-----------------------------------------------------------------------------
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// Structs
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//-----------------------------------------------------------------------------
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struct VertexData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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// Samplers
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//-----------------------------------------------------------------------------
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sampler_state texture_sampler {
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Filter = Linear;
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AddressU = Mirror;
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AddressV = Mirror;
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};
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//-----------------------------------------------------------------------------
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// Functions
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//-----------------------------------------------------------------------------
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float2 swirl_transform (float percent, float2 input_vertex, float2 effect_center) {
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float theta = percent * percent * radians(angle * (animate == true ? sin(Time.x) : 1.0) );
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float s = sin(theta);
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float c = cos(theta);
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float2x2 transform = float2x2(
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c, -s,
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s, c
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);
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return mul(transform, input_vertex-effect_center);
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}
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//-----------------------------------------------------------------------------
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// Shaders
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//-----------------------------------------------------------------------------
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float4 PSSwirl(VertexData vtx) : TARGET {
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VertexData vertex_out;
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vertex_out.pos = vtx.pos;
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float2 effect_center = coordinates/2.0;
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float ar_raw = 1. * ViewSize.y / ViewSize.x;
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float ar = lerp(ar_raw, 1, aspect_ratio);
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vertex_out.uv = 1. * vtx.uv - effect_center;
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effect_center.x /= ar;
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vertex_out.uv.x /= ar;
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float dist = distance(vertex_out.uv, effect_center);
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if (dist < radius)
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{
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float tension_radius = lerp(radius-dist, radius, tension);
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float percent = (radius-dist) /tension_radius;
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percent = inverse_angle == 0 ? percent : 1 - percent;
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vertex_out.uv = swirl_transform(percent, vertex_out.uv, effect_center);
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vertex_out.uv += (2 * effect_center);
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vertex_out.uv.x *= ar;
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return InputA.Sample(texture_sampler, vertex_out.uv);
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}
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else
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{
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return InputA.Sample(texture_sampler, vtx.uv );
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}
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}
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technique Swirl
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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 = PSSwirl(vtx);
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}
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}
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