mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-30 15:23:01 +00:00
adc38738f7
Fixes #696
125 lines
2.7 KiB
Text
125 lines
2.7 KiB
Text
#include "shared.effect"
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uniform texture2d InputA<
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bool automatic = true;
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>;
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uniform texture2d InputB<
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bool automatic = true;
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>;
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//------------------------------------------------------------------------------
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// Technique: Texture
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//------------------------------------------------------------------------------
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// Parameters:
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// - InputA: RGBA Texture
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float4 PSTexture(VertexData vtx) : TARGET {
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return InputA.Sample(BlankSampler, vtx.uv);
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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 = DefaultVertexShader(vtx);
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pixel_shader = PSTexture(vtx);
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};
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};
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technique Texture
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{
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = PSTexture(vtx);
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};
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};
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//------------------------------------------------------------------------------
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// Technique: TextureColor
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//------------------------------------------------------------------------------
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// Parameters:
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// - InputA: RGBA Texture
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float4 PSTextureColor(VertexColorData vtx) : TARGET {
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return InputA.Sample(BlankSampler, vtx.uv) * vtx.clr;
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};
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technique TextureColor
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{
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pass
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{
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vertex_shader = ColorVertexShader(vtx);
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pixel_shader = PSTextureColor(vtx);
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};
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};
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//------------------------------------------------------------------------------
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// Technique: Texture Premultiplied
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//------------------------------------------------------------------------------
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// Parameters:
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// - InputA: RGBA Texture
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float4 PSTexturePremultiplied(VertexData vtx) : TARGET {
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float4 rgba = InputA.Sample(BlankSampler, vtx.uv);
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rgba.rgb /= rgba.a > (1. / 1024.) ? rgba.a : 1.0;
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return rgba;
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};
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technique DrawPremultiplied
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{
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = PSTexturePremultiplied(vtx);
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};
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};
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technique TexturePremultiplied
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{
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = PSTexturePremultiplied(vtx);
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};
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};
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//------------------------------------------------------------------------------
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// Technique: Restore Alpha
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//------------------------------------------------------------------------------
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// Parameters:
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// - InputA: RGBX Texture
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// - InputB: XXXA Texture
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float4 PSRestoreAlpha(VertexData vtx) : TARGET {
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float4 rgbx = InputA.Sample(BlankSampler, vtx.uv);
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float4 xxxa = InputB.Sample(BlankSampler, vtx.uv);
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rgbx.a = xxxa.a;
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return rgbx;
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};
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technique RestoreAlpha
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{
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = PSRestoreAlpha(vtx);
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};
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};
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//------------------------------------------------------------------------------
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// Technique: Color
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//------------------------------------------------------------------------------
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// Parameters:
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float4 PSColor(VertexColorData vtx) : TARGET {
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return vtx.clr;
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};
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technique Color
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{
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pass
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{
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vertex_shader = ColorVertexShader(vtx);
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pixel_shader = PSColor(vtx);
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};
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};
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