// AUTOGENERATED COPYRIGHT HEADER START // Copyright (C) 2021 Radegast-FFXIV // Copyright (C) 2023 Michael Fabian 'Xaymar' Dirks // AUTOGENERATED COPYRIGHT HEADER END // 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 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 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 magnitude< string name = "Magnitude"; string description = "The magnitude of the distortion."; string field_type = "slider"; float minimum = -1.0; float maximum = 1.0; > = 1.0; 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 alternate between pinching and bulging."; > = false; //----------------------------------------------------------------------------- // Structs //----------------------------------------------------------------------------- struct VertexData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; //----------------------------------------------------------------------------- // Samplers //----------------------------------------------------------------------------- sampler_state texture_sampler { Filter = Linear; AddressU = Mirror; AddressV = Mirror; }; //----------------------------------------------------------------------------- // Functions //----------------------------------------------------------------------------- float4 PSBulgePinch(VertexData vtx) : TARGET { const float ar_raw = 1. * ViewSize.y / ViewSize.x; float ar = lerp(ar_raw, 1, aspect_ratio); float2 center = coordinates/2.0; float2 tc = vtx.uv - center; float4 color; center.x /= ar; tc.x /= ar; float dist = distance(tc, center); float anim_mag = (animate == 1 ? magnitude * sin(Time.x) : magnitude); if (dist < radius && anim_mag != 0) { float tension_radius = lerp(dist, radius, tension); float percent = (dist)/tension_radius; if(anim_mag > 0) tc = (tc-center) * lerp(1.0, smoothstep(0.0, tension_radius/dist, percent), anim_mag * 0.75); else tc = (tc-center) * lerp(1.0, pow(abs(percent), 1.0 + anim_mag * 0.75) * tension_radius/dist, 1.0 - percent); tc += (2*center); tc.x *= ar; color = InputA.Sample(texture_sampler, tc); } else { color = InputA.Sample(texture_sampler, vtx.uv); } return color; } technique BulgePinch { pass { vertex_shader = DefaultVertexShader(vtx); pixel_shader = PSBulgePinch(vtx); } }