mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-12-28 18:41:14 +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.
149 lines
4 KiB
Text
149 lines
4 KiB
Text
// AUTOGENERATED COPYRIGHT HEADER START
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// Copyright (C) 2019-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
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// AUTOGENERATED COPYRIGHT HEADER END
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#include "shared.effect"
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//------------------------------------------------------------------------------
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// Uniforms
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//------------------------------------------------------------------------------
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// Texture to which the effect is applied to.
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uniform texture2d image;
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// Lift: (rgb + lift.rgb) + lift.a
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uniform float4 pLift;
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// Gamma: pow(pow(rgb, gamma.rgb), gamma.a)
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uniform float4 pGamma;
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// Gain: mul(rgb, gain.rgb) * gain.a
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uniform float4 pGain;
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// Offset: (rgb + offset.rgb) + offset.a
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uniform float4 pOffset;
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// Tinting
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uniform int pTintDetection; // 0 = HSV, 1 = HSL, 2 = YUV HD SDR
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uniform int pTintMode; // 0 = Linear, 1 = Exp, 2 = Exp2, 3 = Log, 4 = Log10
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uniform float pTintExponent;
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uniform float3 pTintLow;
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uniform float3 pTintMid;
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uniform float3 pTintHig;
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// Color Correction
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uniform float4 pCorrection;
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//------------------------------------------------------------------------------
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// Defines
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//------------------------------------------------------------------------------
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#define TINT_DETECTION_HSV 0
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#define TINT_DETECTION_HSL 1
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#define TINT_DETECTION_YUV_SDR 2
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#define TINT_MODE_LINEAR 0
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#define TINT_MODE_EXP 1
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#define TINT_MODE_EXP2 2
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#define TINT_MODE_LOG 3
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#define TINT_MODE_LOG10 4
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#define C_e 2,7182818284590452353602874713527
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#define C_log2_e 1.4426950408889634073599246810019 // Windows calculator: log(e(1)) / log(2)
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//------------------------------------------------------------------------------
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// Functionality
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//------------------------------------------------------------------------------
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float3 grade_lift(float3 v) {
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float3 multiplier1 = float3(1., 1., 1.) - pLift.rgb;
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float3 multiplier2 = float3(1., 1., 1.) - pLift.aaa;
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return float3(1., 1., 1.) - ((float3(1., 1., 1.) - v) * multiplier1 * multiplier2);
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};
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float3 grade_gamma(float3 v) {
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return pow(abs(v), pGamma.rgb * pGamma.a) * sign(v);
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};
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float3 grade_gain(float3 v) {
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return (v.rgb * pGain.rgb) * pGain.a;
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};
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float3 grade_offset(float3 v) {
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return (v.rgb + pOffset.rgb) + pOffset.a;
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};
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float3 grade_tint(float3 v) {
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float value = 0.;
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if (pTintDetection == TINT_DETECTION_HSV) { // HSV
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value = RGBtoHSV(v).z;
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} else if (pTintDetection == TINT_DETECTION_HSL) { // HSL
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value = RGBtoHSL(v).z;
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} else if (pTintDetection == TINT_DETECTION_YUV_SDR) { // YUV HD SDR
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const float3x3 mYUV709n = float3x3( // Normalized
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0.2126, 0.7152, 0.0722,
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-0.1145721060573399, -0.3854278939426601, 0.5,
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0.5, -0.4541529083058166, -0.0458470916941834
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);
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value = RGBtoYUV(v, mYUV709n).r;
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}
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if (pTintMode == TINT_MODE_LINEAR) { // Linear
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} else if (pTintMode == TINT_MODE_EXP) { // Exp
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value = 1.0 - exp2(value * pTintExponent * -C_log2_e);
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} else if (pTintMode == TINT_MODE_EXP2) { // Exp2
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value = 1.0 - exp2(value * value * pTintExponent * pTintExponent * -C_log2_e);
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} else if (pTintMode == TINT_MODE_LOG) { // Log
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value = (log2(value) + 2.) / 2.333333;
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} else if (pTintMode == TINT_MODE_LOG10) { // Log10
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value = (m_log10(value) + 1.) / 2.;
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}
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float3 tint = float3(0,0,0);
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if (value > 0.5) {
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tint = lerp(pTintMid, pTintHig, value * 2.0 - 1.0);
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} else {
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tint = lerp(pTintLow, pTintMid, value * 2.0);
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}
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v.rgb *= tint;
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return v;
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};
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float3 grade_colorcorrection(float3 v) {
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float3 v1 = RGBtoHSV(v);
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v1.r += pCorrection.r; // Hue Shift
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v1.g *= pCorrection.g; // Saturation Multiplier
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v1.b *= pCorrection.b; // Lightness Multiplier
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float3 v2 = HSVtoRGB(v1);
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return v2;
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};
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float3 grade_contrast(float3 v) {
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v -= .5;
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v *= pCorrection.a;
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v += .5;
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return v;
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}
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float4 PSDraw(VertexData vtx) : TARGET {
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float4 vo = image.Sample(PointClampSampler, vtx.uv);
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float3 v = vo.rgb;
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v = grade_lift(v);
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v = grade_gamma(v);
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v = grade_gain(v);
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v = grade_offset(v);
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v = grade_tint(v);
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v = grade_colorcorrection(v);
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v = grade_contrast(v);
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return float4(v, vo.a);
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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 = PSDraw(vtx);
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};
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};
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