obs-StreamFX/data/effects/gaussian-blur.effect

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uniform float4x4 ViewProj;
uniform texture2d image;
uniform float2 texel;
uniform int widthHalf;
uniform int width;
sampler_state textureSampler {
Filter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertDataIn {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct VertDataOut {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertDataOut VSDefault(VertDataIn v_in)
{
VertDataOut vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
// Gaussian Blur
float Gaussian(float x, float o) {
const float pivalue = 3.1415926535897932384626433832795;
return (1.0 / (o * sqrt(2.0 * pivalue))) * exp((-(x * x)) / (2 * (o * o)));
}
float4 PSGaussian(VertDataOut v_in) : TARGET {
const float pivalue = 3.1415926535897932384626433832795;
float4 rgba = image.Sample(textureSampler, v_in.uv) * Gaussian(0, width / pivalue);
float2 uvoffset = texel;
for (int k = 1; k <= widthHalf; k++) {
float g = Gaussian(k, width / pivalue);
float4 spos = image.Sample(textureSampler, v_in.uv + uvoffset) * g;
float4 sneg = image.Sample(textureSampler, v_in.uv - uvoffset) * g;
rgba += spos + sneg;
uvoffset += texel;
}
return rgba;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSGaussian(v_in);
}
}