obs-StreamFX/data/effects/displace.effect
Michael Fabian 'Xaymar' Dirks df8ebd94ea filter-displacement: Refactor onto obs::source_factory
This drastically improves stability and prevents all exceptions from leaking into libobs C code, which prevents crashes and unexpected freezes from exception handlers further down the stack.

Additionally minor work was done to further improve the quality and user experience for the filter.
2019-11-18 03:03:11 +01:00

91 lines
1.8 KiB
Text

// Provided by OBS
uniform float4x4 ViewProj <
bool visible = false;
>;
uniform texture2d image <
bool visible = false;
>;
// Parameters
uniform float2 image_size <
bool visible = false;
>;
uniform float2 image_inverse_size <
bool visible = false;
>;
uniform texture2d normal <
bool visible = true;
string name = "Normal Map";
string description = "A normal map that is used for displacing the texture sample locations.";
>;
uniform float2 scale <
bool visible = true;
string mode = "slider";
float2 minimum = {0.0, 0.0};
float2 maximum = {100.0, 100.0};
float2 step = {0.01, 0.01};
> = {0.0, 0.0};
uniform float scale_type <
bool visible = true;
string mode = "slider";
string name = "Scale Mode";
string description = "A value of 0.0 is in Texel Space, while a value of 100.0 is in Pixel Space.";
float2 minimum = {0.0, 0.0};
float2 maximum = {100.0, 100.0};
float2 step = {0.01, 0.01};
> = 0.0;
// Samplers
sampler_state smp_linear_wrap {
Filter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler_state smp_linear_clamp {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
// Structs
struct FunctionData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
// Functions
FunctionData vertex_shader(FunctionData v) {
v.pos = mul(float4(v.pos.xyz, 1.0), ViewProj);
return v;
};
float4 pixel_shader(FunctionData v) : TARGET {
float4 v_normal = normal.Sample(smp_linear_wrap, v.uv);
float2 offset = v_normal.rg;
offset -= float2(.5, .5);
offset *= 255.0;
offset = floor(abs(offset)) * sign(offset);
offset /= 127.0;
offset *= lerp(float2(1.0, 1.0), image_inverse_size, scale_type);
offset *= scale;
return image.Sample(smp_linear_clamp, v.uv + offset);
};
// Techniques
technique Draw
{
pass
{
vertex_shader = vertex_shader(v);
pixel_shader = pixel_shader(v);
}
}