mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-12-29 11:01:23 +00:00
5a3954ae0e
Fixes several files incorrectly stated a different license from the actual project, as well as the copyright headers included in all files. This change has no effect on the licensing terms, it should clear up a bit of confusion by contributors. Plus the files get a bit smaller, and we have less duplicated information across the entire project. Overall the project is GPLv2 if not built with Qt, and GPLv3 if it is built with Qt. There are no parts licensed under a different license, all have been adapted from other compatible licenses into GPLv2 or GPLv3.
82 lines
2.4 KiB
Text
82 lines
2.4 KiB
Text
// AUTOGENERATED COPYRIGHT HEADER START
|
|
// Copyright (C) 2021-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
|
|
// AUTOGENERATED COPYRIGHT HEADER END
|
|
|
|
//------------------------------------------------------------------------------
|
|
// HLSL/GLSL Support
|
|
//------------------------------------------------------------------------------
|
|
// OBS Studio does not correctly translate all HLSL functionality to GLSL.
|
|
|
|
// log10(x) is HLSL-exclusive and not translated by OBS Shader Parser.
|
|
#define m_log10(x) (log(x) / log(10))
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Uniforms
|
|
//------------------------------------------------------------------------------
|
|
|
|
// View Projection Matrix
|
|
uniform float4x4 ViewProj;
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Samplers
|
|
//------------------------------------------------------------------------------
|
|
sampler_state BlankSampler {
|
|
};
|
|
|
|
sampler_state PointRepeatSampler {
|
|
Filter = Point;
|
|
AddressU = Repeat;
|
|
AddressV = Repeat;
|
|
};
|
|
|
|
sampler_state PointClampSampler {
|
|
Filter = Point;
|
|
AddressU = Clamp;
|
|
AddressV = Clamp;
|
|
};
|
|
|
|
sampler_state LinearRepeatSampler {
|
|
Filter = Linear;
|
|
AddressU = Repeat;
|
|
AddressV = Repeat;
|
|
};
|
|
|
|
sampler_state LinearClampSampler {
|
|
Filter = Linear;
|
|
AddressU = Clamp;
|
|
AddressV = Clamp;
|
|
};
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Structures
|
|
//------------------------------------------------------------------------------
|
|
struct VertexData {
|
|
float4 pos : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct VertexColorData {
|
|
float4 pos : POSITION;
|
|
float4 clr : COLOR;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Vertex Shaders
|
|
//------------------------------------------------------------------------------
|
|
VertexData DefaultVertexShader(VertexData vtx) {
|
|
vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
|
|
return vtx;
|
|
};
|
|
|
|
VertexColorData ColorVertexShader(VertexColorData vtx) {
|
|
vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
|
|
return vtx;
|
|
};
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Color Conversion
|
|
//------------------------------------------------------------------------------
|
|
#include "color_conversion_rgb_yuv.effect"
|
|
#include "color_conversion_rgb_hsv.effect"
|
|
#include "color_conversion_rgb_hsl.effect"
|