mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-14 15:55:07 +00:00
56d041e1b7
Adds colored and inverted colored variations for Luma Burn, enabling some more fancy transitions with it. All variations with color support smooth fading, and allow choosing any possible color for the transition.
361 lines
8.8 KiB
Text
361 lines
8.8 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 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 float Sharpness<
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string field_type = "slider";
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string suffix = " %";
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float minimum = 8.0;
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float maximum = 128.0;
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float step = 0.01;
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float scale = 1.0;
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> = 10.0;
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uniform bool LumaIsExponential<
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string name = "Is Luminosity exponential?";
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> = false;
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uniform float LumaExponent<
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string name = "Luminosity Exponent";
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string field_type = "slider";
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float minimum = 0.;
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float maximum = 500.;
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float step = .01;
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float scale = .01;
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> = 100.;
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uniform float4 TransitionColor<
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string name = "Color";
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string field_type = "slider";
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float4 minimum = {0.,0.,0.,0.};
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float4 maximum = {100.,100.,100.,100.};
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float4 scale = {.01,.01,.01,.01};
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float4 step = {.01,.01,.01,.01};
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> = { 80.0, 33.0, 33.0, 75.0 };
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uniform bool ColorEase<
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string name = "Ease Color?";
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> = false;
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uniform int ColorEaseStart<
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string name = "Ease Color Start";
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string field_type = "slider";
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string suffix = " %";
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int minimum = 0;
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int maximum = 100;
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int step = 1;
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int scale = 1;
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> = 75;
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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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float TransitionAlphaEase(float transition)
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{
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// (sin(3.5*(x - 0.5))+1)* 0.5) * (cos(3.5(x - 0.5)) +.333 - custom formula to create fast alpha to 100% then quick fade out
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// based on y= a sin( b(x+c)) + D wave function combined with cos wave deform
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float alpha = ((sin(4.5 * (transition - 0.2)) + 1.0) * 0.5) * (cos(3.5 * (transition - 0.5))) + (ColorEaseStart * 0.01);
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return alpha;
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}
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float4 RGBtoYUV(float4 rgba) {
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float3x3 yuv = float3x3(float3(0.2126,0.7152,0.0722),float3(-0.1145721060573399,-0.3854278939426601,0.5),float3(0.5,-0.4541529083058166,-0.0458470916941834));
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float4 result = float4(0,0.5,0.5,0);
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result += float4(
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rgba.r * yuv[0][0] + rgba.g * yuv[0][1] + rgba.b * yuv[0][2],
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rgba.r * yuv[1][0] + rgba.g * yuv[1][1] + rgba.b * yuv[1][2],
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rgba.r * yuv[2][0] + rgba.g * yuv[2][1] + rgba.b * yuv[2][2],
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rgba.a
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);
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return result;
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}
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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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float4 PSDefault(VertData v_in) : TARGET
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{
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float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
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float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
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float4 sampleAYUV = RGBtoYUV(sampleA);
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float4 sampleBYUV = RGBtoYUV(sampleB);
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float sharpinv = 1.0 / Sharpness;
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float luma = sampleAYUV.r;
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if (LumaIsExponential) {
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luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
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}
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float transition = sharpinv + luma * (1.0 - sharpinv);
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transition -= TransitionTime;
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transition *= Sharpness;
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transition += 0.5;
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transition = clamp(transition, 0., 1.);
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return sampleB * (1.0 - transition) + sampleA * (transition);
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//return transition;
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}
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float4 PSInverse(VertData v_in) : TARGET
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{
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float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
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float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
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float4 sampleAYUV = RGBtoYUV(sampleA);
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float4 sampleBYUV = RGBtoYUV(sampleB);
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float sharpinv = 1.0 / Sharpness;
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float luma = (1.0 - sampleAYUV.r);
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if (LumaIsExponential) {
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luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
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}
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float transition = sharpinv + luma * (1.0 - sharpinv);
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transition -= TransitionTime;
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transition *= Sharpness;
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transition += 0.5;
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transition = clamp(transition, 0., 1.);
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return sampleB * (1.0 - transition) + sampleA * (transition);
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//return transition;
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}
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float4 PSDarkToLightColored(VertData v_in) : TARGET
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{
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float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
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float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
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float4 sampleAYUV = RGBtoYUV(sampleA);
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float4 sampleBYUV = RGBtoYUV(sampleB);
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float sharpinv = 1.0 / Sharpness;
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float luma = sampleAYUV.r;
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if (LumaIsExponential)
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{
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luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
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}
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float transition = sharpinv + luma * (1.0 - sharpinv);
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transition -= TransitionTime;
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transition *= Sharpness;
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transition += 0.5;
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transition = clamp(transition, 0., 1.);
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float colorAlpha = TransitionColor.a;
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if (ColorEase)
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{
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colorAlpha *= TransitionAlphaEase(TransitionTime);
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}
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sampleB.rgb = lerp(sampleB.rgb, sampleB.rgb * TransitionColor.rgb, colorAlpha); // implement transition coloration
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return sampleB * (1.0 - transition) + sampleA * (transition);
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//return transition;
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}
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float4 PSLightToDarkColored(VertData v_in) : TARGET
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{
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float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
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float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
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float4 sampleAYUV = RGBtoYUV(sampleA);
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float4 sampleBYUV = RGBtoYUV(sampleB);
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float sharpinv = 1.0 / Sharpness;
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float luma = (1.0 - sampleAYUV.r);
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if (LumaIsExponential)
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{
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luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
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}
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float transition = sharpinv + luma * (1.0 - sharpinv);
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transition -= TransitionTime;
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transition *= Sharpness;
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transition += 0.5;
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transition = clamp(transition, 0., 1.);
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float colorAlpha = TransitionColor.a;
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if (ColorEase)
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{
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colorAlpha *= TransitionAlphaEase(TransitionTime);
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}
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sampleB.rgb = lerp(sampleB.rgb, sampleB.rgb * TransitionColor.rgb, colorAlpha); // implement transition coloration
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return sampleB * (1.0 - transition) + sampleA * (transition);
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//return transition;
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}
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float4 PSDarkColoredToLight(VertData v_in) : TARGET
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{
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float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
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float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
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float4 sampleAYUV = RGBtoYUV(sampleA);
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float4 sampleBYUV = RGBtoYUV(sampleB);
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float sharpinv = 1.0 / Sharpness;
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float luma = sampleAYUV.r;
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if (LumaIsExponential)
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{
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luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
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}
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float transition = sharpinv + luma * (1.0 - sharpinv);
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transition -= TransitionTime;
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transition *= Sharpness;
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transition += 0.5;
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transition = clamp(transition, 0., 1.);
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float colorAlpha = TransitionColor.a;
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if (ColorEase)
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{
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colorAlpha *= TransitionAlphaEase(TransitionTime);
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}
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sampleA.rgb = lerp(sampleA.rgb, sampleA.rgb * TransitionColor.rgb, colorAlpha); // implement transition coloration
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return sampleB * (1.0 - transition) + sampleA * (transition);
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//return transition;
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}
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float4 PSLightColoredToDark(VertData v_in) : TARGET
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{
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float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
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float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
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float4 sampleAYUV = RGBtoYUV(sampleA);
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float4 sampleBYUV = RGBtoYUV(sampleB);
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float sharpinv = 1.0 / Sharpness;
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float luma = (1.0 - sampleAYUV.r);
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if (LumaIsExponential)
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{
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luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
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}
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float transition = sharpinv + luma * (1.0 - sharpinv);
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transition -= TransitionTime;
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transition *= Sharpness;
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transition += 0.5;
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transition = clamp(transition, 0., 1.);
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float colorAlpha = TransitionColor.a;
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if (ColorEase)
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{
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colorAlpha *= TransitionAlphaEase(TransitionTime);
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}
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sampleA.rgb = lerp(sampleA.rgb, sampleA.rgb * TransitionColor.rgb, colorAlpha); // implement transition coloration
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return sampleB * (1.0 - transition) + sampleA * (transition);
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//return transition;
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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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technique DrawInverse
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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 = PSInverse(v_in);
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}
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}
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technique LightToDark
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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 = PSInverse(v_in);
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}
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}
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technique DarkToLight
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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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technique LightToDarkColored
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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 = PSLightToDarkColored(v_in);
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}
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}
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technique DarkToLightColored
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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 = PSDarkToLightColored(v_in);
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}
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}
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technique DarkColoredToLight
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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 = PSDarkColoredToLight(v_in);
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}
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}
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technique LightColoredToDark
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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 = PSLightColoredToDark(v_in);
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}
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}
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