mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-12-29 11:01:23 +00:00
adc38738f7
Fixes #696
122 lines
2.9 KiB
Text
122 lines
2.9 KiB
Text
#include "shared.effect"
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uniform texture2d InputA<
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bool automatic = true;
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>;
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uniform float2 CornerTL<
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string name = "Corner: Top Left";
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string field_type = "slider";
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string suffix = " %";
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float2 minimum = {-100., -100.};
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float2 maximum = {-200., -200.};
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float2 step = {.01, .01};
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float2 scale = {.01, .01};
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> = {0., 0.};
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uniform float2 CornerTR<
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string name = "Corner: Top Right";
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string field_type = "slider";
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string suffix = " %";
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float2 minimum = {-100., -100.};
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float2 maximum = {-200., -200.};
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float2 step = {.01, .01};
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float2 scale = {.01, .01};
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> = {100., 0.};
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uniform float2 CornerBL<
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string name = "Corner: Bottom Left";
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string field_type = "slider";
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string suffix = " %";
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float2 minimum = {-100., -100.};
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float2 maximum = {-200., -200.};
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float2 step = {.01, .01};
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float2 scale = {.01, .01};
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> = {0., 100.};
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uniform float2 CornerBR<
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string name = "Corner: Bottom Right";
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string field_type = "slider";
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string suffix = " %";
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float2 minimum = {-100., -100.};
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float2 maximum = {-200., -200.};
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float2 step = {.01, .01};
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float2 scale = {.01, .01};
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> = {100., 100.};
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//------------------------------------------------------------------------------
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// Technique: Corner Pin
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//------------------------------------------------------------------------------
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//
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// Credits:
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// - Inigo Quilez: https://www.iquilezles.org/www/articles/ibilinear/ibilinear.htm
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//
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// Parameters:
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// - InputA: RGBA Texture
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// - CornerTL: Corner "A"
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// - CornerTR: Corner "B"
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// - CornerBL: Corner "D"
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// - CornerBR: Corner "C"
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float cross2d(in float2 a, in float2 b) {
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return (a.x * b.y) - (a.y * b.x);
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};
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float2 inverse_bilinear(in float2 p, in float2 a, in float2 b, in float2 c, in float2 d) {
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float2 result = float2(-1., -1.);
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float2 e = b - a;
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float2 f = d - a;
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float2 g = a-b+c-d;
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float2 h = p-a;
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float k2 = cross2d(g, f);
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float k1 = cross2d(e, f) + cross2d(h, g);
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float k0 = cross2d(h, e);
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if (abs(k2) < .001) { // Edges are likely parallel, so this is a linear equation.
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result = float2(
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(h.x * k1 + f.x * k0) / (e.x * k1 - g.x * k0),
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-k0 / k1
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);
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} else { // It's a quadratic equation.
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float w = k1 * k1 - 4.0 * k0 * k2;
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if (w < 0.0) { // Prevent GPUs from going insane.
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return result;
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}
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w = sqrt(w);
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float ik2 = 0.5/k2;
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float v = (-k1 - w) * ik2;
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float u = (h.x - f.x * v) / (e.x + g.x * v);
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if (u < 0.0 || u > 1.0 || v < 0.0 || v > 1.0) {
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v = (-k1 + w) * ik2;
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u = (h.x - f.x * v) / (e.x + g.x * v);
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}
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result = float2(u, v);
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}
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return result;
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};
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float4 PSCornerPin(VertexData vtx) : TARGET {
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// Convert from screen coords to potential Quad UV coordinates.
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float2 uv = inverse_bilinear((vtx.uv * 2.) - 1., CornerTL, CornerTR, CornerBR, CornerBL);
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if (max(abs(uv.x - .5), abs(uv.y - .5)) >= .5) {
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return float4(0, 0, 0, 0);
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}
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return InputA.Sample(BlankSampler, uv);
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};
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technique CornerPin
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{
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = PSCornerPin(vtx);
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};
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};
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