diff --git a/data/examples/shaders/filter/swirl.effect b/data/examples/shaders/filter/swirl.effect new file mode 100644 index 00000000..4672ad3b --- /dev/null +++ b/data/examples/shaders/filter/swirl.effect @@ -0,0 +1,172 @@ +// Copyright 2021 Radegast Stravinsky +// +// 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. + +#include "../base.effect" +//----------------------------------------------------------------------------- +// Uniforms +//----------------------------------------------------------------------------- + +// Provided by StreamFX +uniform float4 Time< + bool automatic = true; +>; +uniform float4 ViewSize< + bool automatic = true; +>; +uniform texture2d InputA< + bool automatic = true; +>; + +uniform float2 coordinates< + string name = "Coordinates (X, Y)"; + string description = "Determines the center of the effect."; + string field_type = "slider"; + float2 step = {0.01, 0.01}; + float2 minimum = {0.0, 0.0}; + float2 maximum = {1.0, 1.0}; +> = {0.5, 0.5}; + +uniform float angle< + string name = "Angle"; + string description = "The angle in degrees to twist the image."; + string field_type = "slider"; + float minimum = -1800.0; + float maximum = 1800.0; +> = 270.0; + +uniform float radius< + string name = "Radius"; + string description = "The radius of the effect."; + string field_type = "slider"; + float step = 0.01; + float minimum = 0.0; + float maximum = 1.0; +> = 0.5; + +uniform float tension< + string name = "Tension"; + string description = "Controls how rapidly the distortion reaches the maximum value."; + string field_type = "slider"; + float step = 0.01; + float minimum = 0.0; + float maximum = 10.0; +> = 1.0; + +uniform float aspect_ratio< + string name = "Aspect Ratio"; + string description = "Adjusts the aspect ratio for the associated distortion."; + string field_type = "slider"; + float step = 0.01; + float minimum = -1; + float maximum = 1; +> = 0.0; + +uniform bool animate< + string name = "Animate"; + string description = "Animates the effect, making it twist back and forth."; +> = false; + +uniform bool inverse_angle< + string name = "Use Inverse Angle"; + string description = "Inverts the angle, making the edges more distorted than the center."; +> = false; + +//----------------------------------------------------------------------------- +// Structs +//----------------------------------------------------------------------------- +struct VertexData { + float4 pos : POSITION; + float2 uv : TEXCOORD0; +}; + +//----------------------------------------------------------------------------- +// Samplers +//----------------------------------------------------------------------------- +sampler_state texture_sampler { + Filter = Linear; + AddressU = Mirror; + AddressV = Mirror; +}; + +//----------------------------------------------------------------------------- +// Functions +//----------------------------------------------------------------------------- + +float2 swirl_transform (float percent, float2 input_vertex, float2 effect_center) { + float theta = percent * percent * radians(angle * (animate == true ? sin(Time.x) : 1.0) ); + float s = sin(theta); + float c = cos(theta); + float2x2 transform = float2x2( + c, -s, + s, c + ); + return mul(transform, input_vertex-effect_center); +} + +//----------------------------------------------------------------------------- +// Shaders +//----------------------------------------------------------------------------- +float4 PSSwirl(VertexData vtx) : TARGET { + VertexData vertex_out; + vertex_out.pos = vtx.pos; + + float2 effect_center = coordinates/2.0; + float ar_raw = 1. * ViewSize.y / ViewSize.x; + float ar = lerp(ar_raw, 1, aspect_ratio); + + vertex_out.uv = 1. * vtx.uv - effect_center; + + effect_center.x /= ar; + vertex_out.uv.x /= ar; + + float dist = distance(vertex_out.uv, effect_center); + if (dist < radius) + { + float tension_radius = lerp(radius-dist, radius, tension); + float percent = (radius-dist) /tension_radius; + percent = inverse_angle == 0 ? percent : 1 - percent; + + vertex_out.uv = swirl_transform(percent, vertex_out.uv, effect_center); + vertex_out.uv += (2 * effect_center); + + vertex_out.uv.x *= ar; + + return InputA.Sample(texture_sampler, vertex_out.uv); + } + else + { + return InputA.Sample(texture_sampler, vtx.uv ); + } +} + +technique Swirl +{ + pass + { + vertex_shader = DefaultVertexShader(vtx); + pixel_shader = PSSwirl(vtx); + } +}