mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-24 20:35:12 +00:00
a989709b6f
* Fixed 'Pixelator's color transition point being off-center and uncontrollable. * Fixed 'Drunk' filter not working at all. * Added an inverted mode to 'Luma Burn'. * Added exponential Luma to 'Luma Burn'. * Fixed odd color behavior in the 'Color Shift' transition by switching out HSL with HSV. * Added a new 'Sliding Bars' transition shader, for an example of it see this clip: https://clips.twitch.tv/RacyEndearingHorseradishAMPTropPunch .
155 lines
3.8 KiB
Text
155 lines
3.8 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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>;
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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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> = 150.;
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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 RGBtoYUV(float4 rgba, float3x3 yuv) {
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return float4(
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rgba.r * yuv._m00 + rgba.g * yuv._m01 + rgba.b * yuv._m02,
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rgba.r * yuv._m10 + rgba.g * yuv._m11 + rgba.b * yuv._m12,
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rgba.r * yuv._m20 + rgba.g * yuv._m21 + rgba.b * yuv._m22,
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rgba.a
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) + float4(0,0.5,0.5,0);
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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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const float3x3 mYUV709n = { // 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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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, mYUV709n);
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float4 sampleBYUV = RGBtoYUV(sampleB, mYUV709n);
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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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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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float4 PSInverse(VertData v_in) : TARGET {
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const float3x3 mYUV709n = { // 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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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, mYUV709n);
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float4 sampleBYUV = RGBtoYUV(sampleB, mYUV709n);
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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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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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