mirror of
https://github.com/Xaymar/obs-StreamFX
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71 lines
2.6 KiB
Text
71 lines
2.6 KiB
Text
// Copyright 2021 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// 2. Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// 3. Neither the name of the copyright holder nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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#include "../base.effect"
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//-----------------------------------------------------------------------------
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// Uniforms
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//-----------------------------------------------------------------------------
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uniform texture2d TextureA<
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string field_type = "input";
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>;
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uniform texture2d TextureB<
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string field_type = "input";
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>;
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//-----------------------------------------------------------------------------
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// Technique: Flip
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//-----------------------------------------------------------------------------
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uniform float FlipRate<
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string name = "Flip Rate";
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string field_type = "slider";
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string suffix = " Hz";
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float minimum = 0.01;
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float maximum = 100.0;
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float step = 0.01;
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float scale = 1.00;
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> = 10.0;
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float4 PSWave(VertexInformation vtx) : TARGET {
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float flip_frequency = 1.f / FlipRate;
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if (fmod(Time.x, flip_frequency) < (flip_frequency / 2.f)) {
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return TextureA.Sample(LinearClampSampler, vtx.texcoord0.xy);
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} else {
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return TextureB.Sample(LinearClampSampler, vtx.texcoord0.xy);
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}
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}
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technique Flip {
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = PSWave(vtx);
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}
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}
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