mirror of https://github.com/Xaymar/obs-StreamFX
158 lines
5.1 KiB
Plaintext
158 lines
5.1 KiB
Plaintext
// AUTOGENERATED COPYRIGHT HEADER START
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// Copyright (C) 2021 Radegast Stravinsky <radegast.ffxiv@gmail.com>
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// Copyright (C) 2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
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// AUTOGENERATED COPYRIGHT HEADER END
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// Copyright 2021 Radegast Stravinsky <radegast.ffxiv@gmail.com>
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// 2. Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// 3. Neither the name of the copyright holder nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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#include "../base.effect"
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//-----------------------------------------------------------------------------
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// Uniforms
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//-----------------------------------------------------------------------------
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// Provided by StreamFX
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uniform float4 Time<
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bool automatic = true;
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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 float radius<
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string name = "Radius";
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string description = "The radius of the effect.";
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string field_type = "slider";
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float step = 0.01;
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float minimum = 0.0;
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float maximum = 1.0;
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> = 0.5;
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uniform float2 coordinates<
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string name = "Coordinates (X, Y)";
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string description = "Determines the center of the effect.";
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string field_type = "slider";
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float2 step = {0.01, 0.01};
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float2 minimum = {0.0, 0.0};
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float2 maximum = {1.0, 1.0};
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> = {0.5, 0.5};
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uniform float magnitude<
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string name = "Magnitude";
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string description = "The magnitude of the distortion.";
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string field_type = "slider";
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float minimum = -1.0;
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float maximum = 1.0;
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> = 1.0;
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uniform float tension<
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string name = "Tension";
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string description = "Controls how rapidly the distortion reaches the maximum value.";
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string field_type = "slider";
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float step = 0.01;
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float minimum = 0.0;
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float maximum = 10.0;
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> = 1.0;
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uniform float aspect_ratio<
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string name = "Aspect Ratio";
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string description = "Adjusts the aspect ratio for the associated distortion.";
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string field_type = "slider";
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float step = 0.01;
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float minimum = -1;
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float maximum = 1;
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> = 0.0;
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uniform bool animate<
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string name = "Animate";
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string description = "Animates the effect, making it alternate between pinching and bulging.";
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> = false;
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//-----------------------------------------------------------------------------
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// Structs
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//-----------------------------------------------------------------------------
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struct VertexData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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// Samplers
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//-----------------------------------------------------------------------------
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sampler_state texture_sampler {
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Filter = Linear;
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AddressU = Mirror;
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AddressV = Mirror;
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};
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//-----------------------------------------------------------------------------
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// Functions
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//-----------------------------------------------------------------------------
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float4 PSBulgePinch(VertexData vtx) : TARGET {
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const float ar_raw = 1. * ViewSize.y / ViewSize.x;
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float ar = lerp(ar_raw, 1, aspect_ratio);
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float2 center = coordinates/2.0;
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float2 tc = vtx.uv - center;
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float4 color;
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center.x /= ar;
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tc.x /= ar;
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float dist = distance(tc, center);
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float anim_mag = (animate == 1 ? magnitude * sin(Time.x) : magnitude);
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if (dist < radius && anim_mag != 0)
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{
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float tension_radius = lerp(dist, radius, tension);
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float percent = (dist)/tension_radius;
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if(anim_mag > 0)
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tc = (tc-center) * lerp(1.0, smoothstep(0.0, tension_radius/dist, percent), anim_mag * 0.75);
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else
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tc = (tc-center) * lerp(1.0, pow(abs(percent), 1.0 + anim_mag * 0.75) * tension_radius/dist, 1.0 - percent);
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tc += (2*center);
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tc.x *= ar;
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color = InputA.Sample(texture_sampler, tc);
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}
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else {
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color = InputA.Sample(texture_sampler, vtx.uv);
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}
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return color;
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}
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technique BulgePinch {
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = PSBulgePinch(vtx);
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}
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}
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