mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-30 23:33:02 +00:00
133 lines
3.5 KiB
Text
133 lines
3.5 KiB
Text
// Always provided by OBS
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uniform float4x4 ViewProj<
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bool automatic = true;
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string name = "View Projection Matrix";
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>;
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// Provided by Stream Effects
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uniform float4 Time<
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bool automatic = true;
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string name = "Time Array";
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string description = "A float4 value containing the total time, rendering time and the time since the last tick. The last value is a random number between 0 and 1.";
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>;
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uniform float4x4 Random<
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bool automatic = true;
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string name = "Random Array";
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string description = "A float4x4 value containing random values between 0 and 1";
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>;
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uniform float4 ViewSize<
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bool automatic = true;
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>;
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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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uniform float TransitionTime<
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bool automatic = true;
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>;
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uniform int2 TransitionSize<
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bool automatic = true;
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>;
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uniform bool _0_oldStyle<
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string name = "Retro Style";
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> = false;
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uniform float2 _1_pixelateCenter<
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string name = "Pixelation Center";
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string field_type = "slider";
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float2 minimum = {0., 0.};
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float2 maximum = {100., 100.};
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float2 scale = {0.01, 0.01};
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> = {50., 50.};
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uniform float _2_maximumBlockSize<
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string name = "Maximum Pixelation";
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string field_type = "slider";
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float minimum = 1.0;
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float maximum = 16.0;
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float step = 1.0;
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> = 12.;
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uniform float2 _3_blockOffset<
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string name = "Block Offset";
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string field_type = "slider";
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float2 minimum = {0., 0.};
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float2 maximum = {100., 100.};
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float2 scale = {0.01, 0.01};
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> = {50., 50.};
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uniform float _4_transitionRange<
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string name = "Transition Range";
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string field_type = "slider";
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float minimum = 0.;
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float maximum = 100.;
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float scale = .005;
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float step = .01;
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> = 25.0;
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// ---------- Shader Code
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sampler_state def_sampler {
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AddressU = Clamp;
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AddressV = Clamp;
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Filter = Linear;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertData VSDefault(VertData v_in) {
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VertData 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 PSDefault(VertData v_in) : TARGET {
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float animProgress = TransitionTime;
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// Progress as a bounce value (0..1..0)
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float animStuff = 1.0 - (abs(animProgress - 0.5) * 2.0);
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// There are two ways to calculate this, one is pixel aligned the other is block aligned.
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float animBlockSize = 0;
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if (_0_oldStyle) {
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// Block Size, always a multiple of 2. (Block Aligned)
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animBlockSize = pow(2.0, floor(_2_maximumBlockSize * animStuff));
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} else {
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// Block Size, always a multiple of 2. (Pixel Aligned)
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animBlockSize = floor(pow(2.0, _2_maximumBlockSize * animStuff));
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}
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// UV Calculations
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float2 finalUV = v_in.uv;
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finalUV -= _1_pixelateCenter; // Offset by the pixelation center.
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finalUV *= ViewSize.xy; // Convert to 0..Resolution UVs for pixelation.
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finalUV /= animBlockSize; // Divide by current block size.
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finalUV = floor(finalUV) + _3_blockOffset; // Use floor() on it to get aligned pixels.
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finalUV *= animBlockSize; // Multiply by current block size.
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finalUV *= ViewSize.zw; // Convert back to 0..1 UVs for texture sampling.
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finalUV += _1_pixelateCenter; // Revert the offset by the pixelation center again.
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float4 sampleA = InputA.Sample(def_sampler, finalUV);
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float4 sampleB = InputB.Sample(def_sampler, finalUV);
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float transition = clamp(
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((TransitionTime - 0.5) / _4_transitionRange) * .5 + .5,
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0.,
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1.
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);
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float4 rgb = lerp(sampleA, sampleB, transition);
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return rgb;
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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 = PSDefault(v_in);
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}
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}
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