obs-StreamFX/data/examples/shaders/filter/crt-curvature.effect

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// AUTOGENERATED COPYRIGHT HEADER START
// Copyright (C) 2020-2023 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
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// POSSIBILITY OF SUCH DAMAGE.
#define IS_FILTER
#include "../base.effect"
//------------------------------------------------------------------------------
// Uniforms
//------------------------------------------------------------------------------
uniform float _0_strength<
string name = "Strength";
string suffix = " %";
string field_type = "slider";
float minimum = 0.;
float maximum = 200.;
float step = 0.01;
float scale = 0.01;
> = 33.33;
uniform float4 _1_border<
string name = "Border Color";
string field_type = "slider";
float4 minimum = {0., 0., 0., 0.};
float4 maximum = {100., 100., 100., 100.};
float4 step = {0.01, 0.01, 0.01, 0.01};
float4 scale = {0.01, 0.01, 0.01, 0.01};
> = {0., 0., 0., 100.};
uniform float _2_feathering<
string name = "Feathering";
string suffix = " %";
string field_type = "slider";
float minimum = 0.00;
float maximum = 100.;
float step = 0.01;
float scale = 0.01;
> = 33.33;
//------------------------------------------------------------------------------
// Technique: Combined Curvature
//------------------------------------------------------------------------------
float4 CombinedCurvature(VertexInformation vtx) : TARGET {
const float2 center = float2(0.5, 0.5);
// 1. Offset the texture coordinates towards the center.
float2 cc = vtx.texcoord0.xy - center;
// 2. Calculate the "distance" towards the edge by taking the dot product and multiplying it.
float dist = dot(cc, cc) * _0_strength;
// 3. Then use this to offset towards the center to create a curved look.
float2 bentUV = vtx.texcoord0.xy + cc * (1.0 + dist) * dist;
// 4. Check if the new generated UVs fall outside of the allowed area.
if ((bentUV.x <= 0. || bentUV.x >= 1.) || (bentUV.y <= 0. || bentUV.y >= 1.)) {
// If yes, return the configured border color.
return _1_border;
}
// 5. Does the user want a smooth transition towards the border?
if (_2_feathering >= .01) {
float2 borderArea = center * _2_feathering;
// 1. Calculate how far away we are from the center.
float2 borderDistance = (center - abs(bentUV - center)) / center;
// 2. Convert the calculated value into a useful distance.
borderDistance = (min(borderDistance - center * _2_feathering, 0) + borderArea) / borderArea;
// 3. Convert the distance into a proper fade value.
float borderFade = sin(borderDistance.x * PIb2) * sin(borderDistance.y * PIb2);
// 4. Return the mix of original and border color.
return lerp(_1_border, InputA.Sample(LinearClampSampler, bentUV), borderFade);
} else {
// Return the original color.
return InputA.Sample(LinearClampSampler, bentUV);
}
}
technique Draw
{
pass
{
vertex_shader = DefaultVertexShader(vtx);
pixel_shader = CombinedCurvature(vtx);
}
}
technique Combined
{
pass
{
vertex_shader = DefaultVertexShader(vtx);
pixel_shader = CombinedCurvature(vtx);
}
}