mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-14 07:45:06 +00:00
0c92f3dbf5
Adds Inner/Outer Shadows for dynamic sources based on signed distance field generation. This is fast, but does add a bit of latency when it comes to updates - which means that moving objects will leave a trail before the generator has a chance to update. Fixes #3
119 lines
2.6 KiB
Text
119 lines
2.6 KiB
Text
// OBS Default
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uniform float4x4 ViewProj;
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// Inputs
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uniform texture2d _image;
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uniform float2 _size;
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uniform texture2d _sdf; // in, out - swap rendering
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uniform float _threshold;
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#define NEAR_INFINITE 18446744073709551616.0
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#define RANGE 4
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sampler_state sdfSampler {
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Filter = Point;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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sampler_state imageSampler {
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Filter = Point;
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AddressU = Clamp;
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AddressV = Clamp;
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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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float4 PS_SDFGenerator_v1(VertDataOut v_in) : TARGET
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{
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float4 outval = float4(0.0, 0.0, v_in.uv.x, v_in.uv.y);
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// utility values
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float2 uv_step = 1.0 / _size;
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float lowest = NEAR_INFINITE;
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float2 lowest_source = float2(NEAR_INFINITE, NEAR_INFINITE);
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float2 lowest_origin = float2(NEAR_INFINITE, NEAR_INFINITE);
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// inputs
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float imageA = _image.Sample(imageSampler, v_in.uv).a;
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// sdf contains 4 values: R = Positive Distance, G = Negative Distance, BA = UV of nearest edge.
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if (imageA > _threshold) {
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// Inside
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// TODO: Optimize to be O(n*n) instead of (2n*2n)
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for (int x = -RANGE; x < RANGE; x++) {
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for (int y = -RANGE; y < RANGE; y++) {
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if ((x == 0) && (y == 0)) {
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continue;
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}
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float2 dtr = float2(x, y);
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float2 dt = uv_step * dtr;
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float4 here = _sdf.Sample(sdfSampler, v_in.uv + dt);
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float dst = abs(distance(float2(0., 0.), dtr));
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if (lowest > (here.g + dst)) {
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lowest = here.g + dst;
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lowest_source = v_in.uv + dt;
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lowest_origin = here.ba;
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}
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}
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}
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if (lowest < NEAR_INFINITE) {
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outval.g = lowest;
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outval.ba = lowest_origin;
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}
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} else {
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// Outside
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// TODO: Optimize to be O(n*n) instead of (2n*2n)
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for (int x = -RANGE; x < RANGE; x++) {
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for (int y = -RANGE; y < RANGE; y++) {
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if ((x == 0) && (y == 0)) {
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continue;
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}
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float2 dtr = float2(x, y);
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float2 dt = uv_step * dtr;
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float4 here = _sdf.Sample(sdfSampler, v_in.uv + dt);
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float dst = abs(distance(float2(0., 0.), dtr));
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if (lowest > (here.r + dst)) {
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lowest = here.r + dst;
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lowest_source = v_in.uv + dt;
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lowest_origin = here.ba;
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}
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}
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}
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if (lowest < NEAR_INFINITE) {
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outval.r = lowest;
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outval.ba = lowest_origin;
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}
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}
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return outval;
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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 = PS_SDFGenerator_v1(v_in);
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}
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}
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