* Removes the old 'Region' fields and places them under a 'Mask' option that can do much more.
* Supported Mask types: Region, Image, Source.
* Image and Source mask types allow for a color filter and multiplier.
Rendering is now possible, although some parameter types are not yet supported. So far, booleans and floats will work fine, integers will cause an error in OBS Studios rendering code for an unknown reason.
The Blur Filter can now be applied to a region inside the source itself, the inverse of that region, and/or a feathered version of that region. This allows for easier scene setups where only some parts need to be blurred, but the rest can be left as is.
Fixes#12
From this point on, Source Mirror is now capable of real-time mirroring of Video and Audio. This can help if you need different filters per scene for your microphone or voice chat, depending on the scene (audio ducking for pause scene, no audio ducking for live gaming).
Custom Shader allows you to write your own effect files and just have them applied to your source(s). It will dynamically update the properties to match the parameters in the source as well as offer some special parameters to the shader.
# Conflicts:
# CMakeLists.txt
# data/locale/en-US.ini
# Conflicts:
# data/locale/en-US.ini
Scaling was previously incorrectly rendering the source with another effect forced onto it, resulting in slower rendering and some sources that would no longer render properly.
Additionally the new option allows the user to have the source render at the original resolution in order to allow previously applied transform to stay identical. The rescaling however will no longer apply to filters after this source then, thus the speed bonus is lost.
Also categorized the localization file and adds descriptions for existing and new properties for Source Mirror.
The source allows you to apply effects to the same source without requiring a new instance of the source. Any changes done to the original source also apply to the mirror, so there is less total work that needs to be done.
It can also rescale the source, allowing you to use the same source as a cheap instant backdrop with Blur for example. What you do in the end is completely unwritten and up to you to decide.
This option allows applying the blur to other color formats such as YUV. Bilateral Blur benefits the most from this, resulting in smoother images at lower kernel sizes.
* Added a 'Bilateral' de-noising blur, currently very resource hungry. It also has two extra sliders called 'Smoothing' and 'Sharpness', the former controls how smooth the output is
* Updated effect loading to be global instead of per instance.
* Changed default blur size to 5px.
* Simplified render loop (see previous effect commit).
This is not very optimized at the moment and will take quite a bit of GPU time. Will have to spend some time later to optimize it and perhaps add directional blur ("Motion Blur" to it).
* Fixed the perspective mesh not filling the entire frame with the default settings.
* Changed the maximum range of 'Field of View' to 179 degrees instead of 180 degrees.
* Changed the direction the perspective camera looks at to +Z instead of -Z. This should feel more natural for users of other 3D programs.
* Changed the 'Position (Z)' default to 0.
* Added translation strings for 'Field Of View', 'Position', 'Scale' and 'Rotation'.