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