mirror of https://github.com/Xaymar/obs-StreamFX
162 lines
4.9 KiB
Plaintext
162 lines
4.9 KiB
Plaintext
// AUTOGENERATED COPYRIGHT HEADER START
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// Copyright (C) 2021-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
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// AUTOGENERATED COPYRIGHT HEADER END
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// 2. Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// 3. Neither the name of the copyright holder nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//------------------------------------------------------------------------------
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// Uniforms
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//------------------------------------------------------------------------------
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uniform float4x4 ViewProj<
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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 float _100_Hue<
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string name = "Hue";
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string field_type = "slider";
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float minimum = 0.;
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float maximum = 360.;
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float step = .01;
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float scale = 0.00277777777777777777777777777778;
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> = 180.;
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uniform float _110_HueBlend<
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string name = "Hue Blend";
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string field_type = "slider";
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float minimum = 0.;
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float maximum = 100.;
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float step = .01;
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float scale = 0.01;
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> = 100.;
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uniform float _200_Saturation<
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string name = "Saturation";
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string field_type = "slider";
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float minimum = 0.;
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float maximum = 100.;
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float step = .01;
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float scale = 0.01;
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> = 100.;
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uniform float _210_SaturationBlend<
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string name = "Saturation Blend";
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string field_type = "slider";
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float minimum = 0.;
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float maximum = 100.;
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float step = .01;
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float scale = 0.01;
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> = 0.;
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uniform float _300_Value<
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string name = "Value";
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string field_type = "slider";
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float minimum = 0.;
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float maximum = 100.;
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float step = .01;
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float scale = 0.01;
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> = 100.;
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uniform float _310_ValueBlend<
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string name = "Value Blend";
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string field_type = "slider";
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float minimum = 0.;
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float maximum = 100.;
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float step = .01;
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float scale = 0.01;
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> = 0.;
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//------------------------------------------------------------------------------
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// Effect
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//------------------------------------------------------------------------------
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sampler_state linear_sampler {
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Filter = Linear;
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AddressU = Repeat;
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AddressV = Repeat;
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};
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struct VertFragData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertFragData VSDefault(VertFragData 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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// Adapted from http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
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#define RGB_HSV_FASTCONDITIONALMOVE
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float3 RGBtoHSV(float3 RGBA) {
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const float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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const float e = 1.0e-10;
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#ifdef RGB_HSV_FASTCONDITIONALMOVE
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float4 p = RGBA.g < RGBA.b ? float4(RGBA.bg, K.wz) : float4(RGBA.gb, K.xy);
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float4 q = RGBA.r < p.x ? float4(p.xyw, RGBA.r) : float4(RGBA.r, p.yzx);
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#else
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float4 p = lerp(float4(RGBA.bg, K.wz), float4(RGBA.gb, K.xy), step(RGBA.b, RGBA.g));
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float4 q = lerp(float4(p.xyw, RGBA.r), float4(RGBA.r, p.yzx), step(p.x, RGBA.r));
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#endif
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float d = q.x - min(q.w, q.y);
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return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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float4 RGBAtoHSVA(float4 RGBA) {
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return float4(RGBtoHSV(RGBA.rgb), RGBA.a);
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}
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float3 HSVtoRGB(float3 HSVA) {
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const float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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float3 v = float3(0,0,0);
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v = HSVA.z * lerp(K.xxx, clamp(abs(frac(HSVA.xxx + K.xyz) * 6.0 - K.www) - K.xxx, 0.0, 1.0), HSVA.y);
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return v;
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}
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float4 HSVAtoRGBA(float4 HSVA) {
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return float4(HSVtoRGB(HSVA.rgb), HSVA.a);
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}
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float4 PSVersion1(VertFragData vtx) : TARGET {
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float4 rgba = InputA.Sample(linear_sampler, vtx.uv);
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float4 hsva = RGBAtoHSVA(rgba);
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hsva.r = lerp(hsva.r, _100_Hue, _110_HueBlend);
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hsva.g = lerp(hsva.g, _200_Saturation, _210_SaturationBlend);
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hsva.b = lerp(hsva.b, _300_Value, _310_ValueBlend);
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return HSVAtoRGBA(hsva);
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};
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technique Version1
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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 = PSVersion1(vtx);
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};
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};
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