mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-14 07:45:06 +00:00
af71a7cc1d
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
199 lines
5.3 KiB
Text
199 lines
5.3 KiB
Text
// OBS Default
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uniform float4x4 ViewProj;
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// Settings (Shared)
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uniform texture2d u_image;
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uniform float2 u_imageSize;
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uniform float2 u_imageTexel;
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uniform int u_radius;
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uniform int u_diameter;
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uniform float2 u_texelDelta;
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/// Region
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uniform float regionLeft;
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uniform float regionTop;
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uniform float regionRight;
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uniform float regionBottom;
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uniform float regionFeather;
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uniform float regionFeatherShift;
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// Settings (Private)
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uniform float bilateralSmoothing;
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uniform float bilateralSharpness;
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sampler_state textureSampler {
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Filter = Point;
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AddressU = Clamp;
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AddressV = Clamp;
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MinLOD = 0;
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MaxLOD = 0;
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};
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struct VertDataIn {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct VertDataOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertDataOut VSDefault(VertDataIn v_in)
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{
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VertDataOut vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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// Bilateral Blur
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float Bilateral(float x, float sigma) {
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return 0.39894 * exp(-0.5 * (x*x) / (sigma*sigma)) / sigma;
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}
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float Bilateral3(float3 v, float sigma) {
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// First part is Bilateral function (1.0 / (o * sqrt(2.0 * pivalue))) with o = 1
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return 0.39894 * exp(-0.5 * dot(v,v) / (sigma*sigma)) / sigma;
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}
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float4 BlurFunc(float2 uv, float4 rgba) {
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float2 uvOffset = float2(0, 0);
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float Z = 0.0;
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float bZ = 1.0 / Bilateral(0.0, bilateralSharpness);
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float3 color = float3(0, 0, 0);
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for (int k = 1; k <= u_radius; k++) {
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uvOffset += u_texelDelta;
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// Bilateral Kernel
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float bKernel = Bilateral(abs(k), bilateralSmoothing);
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bKernel *= bKernel;
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float bZKernel = bZ * bKernel;
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// Sample Color
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float3 l_p = u_image.SampleLevel(textureSampler, uv + uvOffset, 0).rgb;
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float3 l_n = u_image.SampleLevel(textureSampler, uv - uvOffset, 0).rgb;
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// Bilateral Stuff
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float l_factor_p = Bilateral3(l_p - rgba.rgb, bilateralSharpness) * bZKernel;
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float l_factor_n = Bilateral3(l_n - rgba.rgb, bilateralSharpness) * bZKernel;
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Z = Z + l_factor_p + l_factor_n;
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// Store Color
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color += l_p * l_factor_p;
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color += l_n * l_factor_n;
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}
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return float4(color.rgb / Z, rgba.a);
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}
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float4 PSBilateral(VertDataOut v_in) : TARGET {
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float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
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return BlurFunc(v_in.uv, rgba);
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}
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float4 PSBilateralRegion(VertDataOut v_in) : TARGET {
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float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
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if ((v_in.uv.x < regionLeft)
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|| (v_in.uv.x > regionRight)
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|| (v_in.uv.y < regionTop)
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|| (v_in.uv.y > regionBottom)) {
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return rgba;
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}
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return BlurFunc(v_in.uv, rgba);
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}
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float4 PSBilateralRegionInvert(VertDataOut v_in) : TARGET {
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float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
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if ((v_in.uv.x > regionLeft)
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&& (v_in.uv.x < regionRight)
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&& (v_in.uv.y > regionTop)
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&& (v_in.uv.y < regionBottom)) {
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return rgba;
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}
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return BlurFunc(v_in.uv, rgba);
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}
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float4 PSBilateralRegionFeather(VertDataOut v_in) : TARGET {
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float halfFeather = (regionFeather / 2.0);
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float feather = max(regionFeather, 0.00000001);
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float leftFeather = clamp(((v_in.uv.x - regionLeft + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
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float rightFeather = clamp(((-(v_in.uv.x - regionRight) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
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float topFeather = clamp(((v_in.uv.y - regionTop + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
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float bottomFeather = clamp(((-(v_in.uv.y - regionBottom) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
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float finalFeather = min(min(leftFeather, rightFeather), min(topFeather, bottomFeather));
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float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
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if (finalFeather <= 0.00001) {
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return rgba;
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} else if (finalFeather >= 0.99999) {
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return BlurFunc(v_in.uv, rgba);
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}
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return lerp(rgba, BlurFunc(v_in.uv, rgba), finalFeather);
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}
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float4 PSBilateralRegionFeatherInvert(VertDataOut v_in) : TARGET {
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float halfFeather = (regionFeather / 2.0);
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float feather = max(regionFeather, 0.00000001);
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float leftFeather = clamp(((v_in.uv.x - regionLeft + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
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float rightFeather = clamp(((-(v_in.uv.x - regionRight) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
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float topFeather = clamp(((v_in.uv.y - regionTop + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
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float bottomFeather = clamp(((-(v_in.uv.y - regionBottom) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
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float finalFeather = 1.0 - min(min(leftFeather, rightFeather), min(topFeather, bottomFeather));
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float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
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if (finalFeather <= 0.00001) {
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return rgba;
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} else if (finalFeather >= 0.99999) {
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return BlurFunc(v_in.uv, rgba);
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}
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return lerp(rgba, BlurFunc(v_in.uv, rgba), finalFeather);
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSBilateral(v_in);
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}
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}
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technique DrawRegion
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSBilateralRegion(v_in);
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}
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}
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technique DrawRegionInvert
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSBilateralRegionInvert(v_in);
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}
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}
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technique DrawRegionFeather
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSBilateralRegionFeather(v_in);
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}
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}
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technique DrawRegionFeatherInvert
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSBilateralRegionFeatherInvert(v_in);
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}
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}
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