mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-28 06:13:01 +00:00
175 lines
4.3 KiB
Text
175 lines
4.3 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 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 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 bool _49_FadeToColor<
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string name = "Fade To Color?";
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> = true;
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uniform float4 _50_Color<
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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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> = {0., 0., 0., 100.};
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uniform float _100_Rotation<
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string name = "Rotation";
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string field_type = "slider";
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float minimum = -90.;
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float maximum = 90.;
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float scale = 1.;
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float step = .01;
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> = 30.;
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uniform float _200_Bars<
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string name = "Number of Bars";
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string field_type = "slider";
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float minimum = 1.;
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float maximum = 100.;
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float scale = 1.;
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float step = .5;
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> = 20.;
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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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#define PI 3.1415926535897932384626433832795
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#define TO_RAD(x) (x * (PI/180.))
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#define TO_DEG(x) (x * (180./PI))
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VertData VSDefault(VertData vtx) {
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vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
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return vtx;
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}
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float2 rotate2D(float2 xy, float angle) {
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float s = sin(angle);
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float c = cos(angle);
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return float2(xy.x * c + xy.y * s, xy.x * -s + xy.y * c);
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}
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// https://www.shadertoy.com/view/4dXBRH
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float hash( in float2 p ) // replace this by something better
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{
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p = 50.0*frac( p*0.3183099 + float2(0.71,0.113));
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return -1.0+2.0*frac( p.x*p.y*(p.x+p.y) );
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}
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// return value noise (in x) and its derivatives (in yz)
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float3 noised( in float2 p )
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{
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float2 i = floor( p );
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float2 f = frac( p );
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// quintic interpolation
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float2 u = f*f*f*(f*(f*6.0-15.0)+10.0);
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float2 du = 30.0*f*f*(f*(f-2.0)+1.0);
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float va = hash( i + float2(0.0,0.0) );
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float vb = hash( i + float2(1.0,0.0) );
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float vc = hash( i + float2(0.0,1.0) );
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float vd = hash( i + float2(1.0,1.0) );
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float k0 = va;
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float k1 = vb - va;
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float k2 = vc - va;
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float k4 = va - vb - vc + vd;
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return float3( va+(vb-va)*u.x+(vc-va)*u.y+(va-vb-vc+vd)*u.x*u.y, // value
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du*(u.yx*(va-vb-vc+vd) + float2(vb,vc) - va) ); // derivative
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}
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bool compare_a_b(float time, float x, float dir) {
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if (dir < .5) {
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return time > x;
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} else {
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return (1. - time) < x;
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}
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}
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float4 PSDefault(VertData vtx) : TARGET {
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float2 ruv = (rotate2D(vtx.uv - .5, TO_RAD(_100_Rotation)) + .5);
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float bar_offset_max = .2;
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float bar_id = floor(ruv.y * _200_Bars);
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float bar_offset = 0.;
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float bar_direction = 0.;
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if (TransitionTime < .5 || !_49_FadeToColor) {
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bar_offset = -abs(noised(float2(bar_id, 0.)).x * bar_offset_max);
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bar_direction = step(noised(float2(bar_id, 1.)).x, .5);
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} else {
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bar_offset = -abs(noised(float2(bar_id, 1.)).x * bar_offset_max);
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bar_direction = step(noised(float2(bar_id, 0.)).x, .5);
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}
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if (_49_FadeToColor) {
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float bar_time_a = (TransitionTime * 3.) + bar_offset;
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float bar_time_b = (TransitionTime * 3. - 2.) - bar_offset;
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if (compare_a_b(bar_time_a, vtx.uv.x, bar_direction)) {
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if (compare_a_b(bar_time_b, vtx.uv.x, bar_direction)) {
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return InputB.Sample(def_sampler, vtx.uv);
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} else {
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return _50_Color;
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}
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} else {
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return InputA.Sample(def_sampler, vtx.uv);
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}
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} else {
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float bar_time_a = clamp((TransitionTime + bar_offset) / (1. - bar_offset_max), 0., 1.);
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if (compare_a_b(bar_time_a, vtx.uv.x, bar_direction)) {
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return InputB.Sample(def_sampler, vtx.uv);
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} else {
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return InputA.Sample(def_sampler, vtx.uv);
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}
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}
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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(vtx);
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pixel_shader = PSDefault(vtx);
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}
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}
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