// AUTOGENERATED COPYRIGHT HEADER START // Copyright (C) 2020-2023 Michael Fabian 'Xaymar' Dirks // AUTOGENERATED COPYRIGHT HEADER END // // 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. #define IS_FILTER #include "../base.effect" //------------------------------------------------------------------------------ // Uniforms //------------------------------------------------------------------------------ uniform float _0_strength< string name = "Strength"; string suffix = " %"; string field_type = "slider"; float minimum = 0.; float maximum = 200.; float step = 0.01; float scale = 0.01; > = 33.33; uniform float4 _1_border< string name = "Border Color"; string field_type = "slider"; float4 minimum = {0., 0., 0., 0.}; float4 maximum = {100., 100., 100., 100.}; float4 step = {0.01, 0.01, 0.01, 0.01}; float4 scale = {0.01, 0.01, 0.01, 0.01}; > = {0., 0., 0., 100.}; uniform float _2_feathering< string name = "Feathering"; string suffix = " %"; string field_type = "slider"; float minimum = 0.00; float maximum = 100.; float step = 0.01; float scale = 0.01; > = 33.33; //------------------------------------------------------------------------------ // Technique: Combined Curvature //------------------------------------------------------------------------------ float4 CombinedCurvature(VertexInformation vtx) : TARGET { const float2 center = float2(0.5, 0.5); // 1. Offset the texture coordinates towards the center. float2 cc = vtx.texcoord0.xy - center; // 2. Calculate the "distance" towards the edge by taking the dot product and multiplying it. float dist = dot(cc, cc) * _0_strength; // 3. Then use this to offset towards the center to create a curved look. float2 bentUV = vtx.texcoord0.xy + cc * (1.0 + dist) * dist; // 4. Check if the new generated UVs fall outside of the allowed area. if ((bentUV.x <= 0. || bentUV.x >= 1.) || (bentUV.y <= 0. || bentUV.y >= 1.)) { // If yes, return the configured border color. return _1_border; } // 5. Does the user want a smooth transition towards the border? if (_2_feathering >= .01) { float2 borderArea = center * _2_feathering; // 1. Calculate how far away we are from the center. float2 borderDistance = (center - abs(bentUV - center)) / center; // 2. Convert the calculated value into a useful distance. borderDistance = (min(borderDistance - center * _2_feathering, 0) + borderArea) / borderArea; // 3. Convert the distance into a proper fade value. float borderFade = sin(borderDistance.x * PIb2) * sin(borderDistance.y * PIb2); // 4. Return the mix of original and border color. return lerp(_1_border, InputA.Sample(LinearClampSampler, bentUV), borderFade); } else { // Return the original color. return InputA.Sample(LinearClampSampler, bentUV); } } technique Draw { pass { vertex_shader = DefaultVertexShader(vtx); pixel_shader = CombinedCurvature(vtx); } } technique Combined { pass { vertex_shader = DefaultVertexShader(vtx); pixel_shader = CombinedCurvature(vtx); } }