obs-StreamFX/data/effects/mask.effect

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// AUTOGENERATED COPYRIGHT HEADER START
// Copyright (C) 2018-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
// AUTOGENERATED COPYRIGHT HEADER END
// Parameters
/// OBS
uniform float4x4 ViewProj;
/// Input
uniform texture2d image_blur;
uniform texture2d image_orig;
/// Mask
uniform float mask_region_left;
uniform float mask_region_top;
uniform float mask_region_right;
uniform float mask_region_bottom;
uniform float mask_region_feather;
uniform float mask_region_feather_shift;
uniform texture2d mask_image;
uniform float4 mask_color;
uniform float mask_multiplier;
// Data
sampler_state pointSampler {
Filter = Point;
AddressU = Clamp;
AddressV = Clamp;
MinLOD = 0;
MaxLOD = 0;
};
sampler_state linearSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
MinLOD = 0;
MaxLOD = 0;
};
struct VertDataIn {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct VertDataOut {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertDataOut VSDefault(VertDataIn v_out)
{
VertDataOut vert_out;
vert_out.pos = mul(float4(v_out.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_out.uv;
return vert_out;
}
float Region(float2 uv) {
if ((uv.x < mask_region_left)
|| (uv.x > mask_region_right)
|| (uv.y < mask_region_top)
|| (uv.y > mask_region_bottom)) {
return 0.0;
}
return 1.0;
}
float RegionFeathered(float2 uv) {
float halfFeather = (mask_region_feather / 2.0);
float feather = max(mask_region_feather, 0.00000001);
float leftFeather = clamp(((uv.x - mask_region_left + halfFeather) / feather) + mask_region_feather_shift, 0.0, 1.0);
float rightFeather = clamp(((-(uv.x - mask_region_right) + halfFeather) / feather) + mask_region_feather_shift, 0.0, 1.0);
float topFeather = clamp(((uv.y - mask_region_top + halfFeather) / feather) + mask_region_feather_shift, 0.0, 1.0);
float bottomFeather = clamp(((-(uv.y - mask_region_bottom) + halfFeather) / feather) + mask_region_feather_shift, 0.0, 1.0);
float finalFeather = min(min(leftFeather, rightFeather), min(topFeather, bottomFeather));
return clamp(finalFeather, 0.0, 1.0);
}
float4 PSRegion(VertDataOut v_out) : TARGET {
float alpha = Region(v_out.uv);
float4 orig = image_orig.Sample(pointSampler, v_out.uv);
float4 blur = image_blur.Sample(pointSampler, v_out.uv);
return lerp(orig, blur, alpha);
}
float4 PSRegionInverted(VertDataOut v_out) : TARGET {
float alpha = 1.0 - Region(v_out.uv);
float4 orig = image_orig.Sample(pointSampler, v_out.uv);
float4 blur = image_blur.Sample(pointSampler, v_out.uv);
return lerp(orig, blur, alpha);
}
float4 PSRegionFeather(VertDataOut v_out) : TARGET {
float alpha = RegionFeathered(v_out.uv);
float4 orig = image_orig.Sample(pointSampler, v_out.uv);
float4 blur = image_blur.Sample(pointSampler, v_out.uv);
return lerp(orig, blur, alpha);
}
float4 PSRegionFeatherInverted(VertDataOut v_out) : TARGET {
float alpha = 1.0 - RegionFeathered(v_out.uv);
float4 orig = image_orig.Sample(pointSampler, v_out.uv);
float4 blur = image_blur.Sample(pointSampler, v_out.uv);
return lerp(orig, blur, alpha);
}
float4 PSImage(VertDataOut v_out) : TARGET {
float4 mask = mask_image.Sample(linearSampler, v_out.uv) * mask_color * mask_multiplier;
float alpha = clamp(mask.r + mask.g + mask.b + mask.a, 0.0, 1.0);
float4 orig = image_orig.Sample(pointSampler, v_out.uv);
float4 blur = image_blur.Sample(pointSampler, v_out.uv);
return lerp(orig, blur, alpha);
}
technique Region
{
pass
{
vertex_shader = VSDefault(v_out);
pixel_shader = PSRegion(v_out);
}
}
technique RegionInverted
{
pass
{
vertex_shader = VSDefault(v_out);
pixel_shader = PSRegionInverted(v_out);
}
}
technique RegionFeather
{
pass
{
vertex_shader = VSDefault(v_out);
pixel_shader = PSRegionFeather(v_out);
}
}
technique RegionFeatherInverted
{
pass
{
vertex_shader = VSDefault(v_out);
pixel_shader = PSRegionFeatherInverted(v_out);
}
}
technique Image
{
pass
{
vertex_shader = VSDefault(v_out);
pixel_shader = PSImage(v_out);
}
}