obs-StreamFX/data/examples/shaders/base.effect

138 lines
4.1 KiB
Plaintext

// AUTOGENERATED COPYRIGHT HEADER START
// Copyright (C) 2021-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
// AUTOGENERATED COPYRIGHT HEADER END
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// 3. Neither the name of the copyright holder nor the names of its contributors
// may be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//------------------------------------------------------------------------------
// Defines
//------------------------------------------------------------------------------
// Variations of PI/TAU
#define PI 3.141592653
#define TAU 6.283185307
#define PIm2 6.283185307
#define PIb2 1.570796326
#define PIb4 0.785398163
// Phi/Φ = Golden Ratio
#define PHI 1.61803398874989484820459
// e (Eulers Constant)
#define EULERS_CONSTANT 2.7182818284590452353602874713527
// Degrees <-> Radians Conversion
#define TO_RAD(x) (x * 0.017453292)
#define TO_DEG(x) (x * 57.295779513)
//------------------------------------------------------------------------------
// Uniforms
//------------------------------------------------------------------------------
uniform float4x4 ViewProj<
bool automatic = true;
>;
uniform float4 Time<
bool automatic = true;
>;
uniform float4 ViewSize<
bool automatic = true;
>;
// Filter Support
#ifdef IS_FILTER
uniform texture2d InputA<
bool automatic = true;
>;
#endif
// Transition Support
#ifdef IS_TRANSITION
uniform texture2d InputA<
bool automatic = true;
>;
uniform texture2d InputB<
bool automatic = true;
>;
uniform float TransitionTime<
bool automatic = true;
>;
#endif
uniform int RandomSeed<
bool automatic = true;
>;
uniform float4x4 Random<
bool automatic = true;
>;
//------------------------------------------------------------------------------
// Structures
//------------------------------------------------------------------------------
struct VertexInformation {
float4 position : POSITION;
float4 texcoord0 : TEXCOORD0;
};
//------------------------------------------------------------------------------
// Samplers
//------------------------------------------------------------------------------
sampler_state PointRepeatSampler {
Filter = Point;
AddressU = Repeat;
AddressV = Repeat;
};
sampler_state LinearRepeatSampler {
Filter = Linear;
AddressU = Repeat;
AddressV = Repeat;
};
sampler_state PointClampSampler {
Filter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
sampler_state LinearClampSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
//------------------------------------------------------------------------------
// Functions
//------------------------------------------------------------------------------
VertexInformation DefaultVertexShader(VertexInformation vtx) {
vtx.position = mul(float4(vtx.position.xyz, 1.0), ViewProj);
return vtx;
};
bool is_float_equal(float a, float b) {
return (abs(a - b) <= .00001);
}