obs-StreamFX/data/examples/shaders/base.effect
Michael Fabian 'Xaymar' Dirks 5a3954ae0e project: Fix License, License headers and Copyright information
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.
2023-04-05 18:59:08 +02:00

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// AUTOGENERATED COPYRIGHT HEADER START
// Copyright (C) 2021-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
// AUTOGENERATED COPYRIGHT HEADER END
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// 3. Neither the name of the copyright holder nor the names of its contributors
// may be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//------------------------------------------------------------------------------
// Defines
//------------------------------------------------------------------------------
// Variations of PI/TAU
#define PI 3.141592653
#define TAU 6.283185307
#define PIm2 6.283185307
#define PIb2 1.570796326
#define PIb4 0.785398163
// Phi/Φ = Golden Ratio
#define PHI 1.61803398874989484820459
// e (Eulers Constant)
#define EULERS_CONSTANT 2.7182818284590452353602874713527
// Degrees <-> Radians Conversion
#define TO_RAD(x) (x * 0.017453292)
#define TO_DEG(x) (x * 57.295779513)
//------------------------------------------------------------------------------
// Uniforms
//------------------------------------------------------------------------------
uniform float4x4 ViewProj<
bool automatic = true;
>;
uniform float4 Time<
bool automatic = true;
>;
uniform float4 ViewSize<
bool automatic = true;
>;
// Filter Support
#ifdef IS_FILTER
uniform texture2d InputA<
bool automatic = true;
>;
#endif
// Transition Support
#ifdef IS_TRANSITION
uniform texture2d InputA<
bool automatic = true;
>;
uniform texture2d InputB<
bool automatic = true;
>;
uniform float TransitionTime<
bool automatic = true;
>;
#endif
uniform int RandomSeed<
bool automatic = true;
>;
uniform float4x4 Random<
bool automatic = true;
>;
//------------------------------------------------------------------------------
// Structures
//------------------------------------------------------------------------------
struct VertexInformation {
float4 position : POSITION;
float4 texcoord0 : TEXCOORD0;
};
//------------------------------------------------------------------------------
// Samplers
//------------------------------------------------------------------------------
sampler_state PointRepeatSampler {
Filter = Point;
AddressU = Repeat;
AddressV = Repeat;
};
sampler_state LinearRepeatSampler {
Filter = Linear;
AddressU = Repeat;
AddressV = Repeat;
};
sampler_state PointClampSampler {
Filter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
sampler_state LinearClampSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
//------------------------------------------------------------------------------
// Functions
//------------------------------------------------------------------------------
VertexInformation DefaultVertexShader(VertexInformation vtx) {
vtx.position = mul(float4(vtx.position.xyz, 1.0), ViewProj);
return vtx;
};
bool is_float_equal(float a, float b) {
return (abs(a - b) <= .00001);
}