// AUTOGENERATED COPYRIGHT HEADER START // Copyright (C) 2021 Radegast Stravinsky // 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 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); } }