obs-StreamFX/data/examples/shaders/filter/displace.effect

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// AUTOGENERATED COPYRIGHT HEADER START
// Copyright (C) 2021-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
// AUTOGENERATED COPYRIGHT HEADER END
//
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#define IS_FILTER
#include "../base.effect"
//-----------------------------------------------------------------------------
// Uniforms
//-----------------------------------------------------------------------------
uniform texture2d DisplacementMap<
string name = "Displacement Map";
string description = "A standard normal map to be used for displacement";
string field_type = "input";
>;
uniform float DisplacementRange<
string name = "Displacement Range";
string field_type = "slider";
string suffix = " px";
float minimum = -1000.0;
float maximum = 1000.0;
float step = 0.01;
float scale = 1.00;
> = 10.0;
//-----------------------------------------------------------------------------
// Technique: Version_1_0
//-----------------------------------------------------------------------------
float4 DisplacementPixelShader_v1(VertexInformation vtx) : TARGET {
// Calculate proper offset.
// 1. Sample the DisplacementMap texture.
float2 offset = DisplacementMap.Sample(LinearClampSampler, vtx.texcoord0.xy).rg;
// 2. Convert from [+0.0, +1.0] to [-0.5, +0.5].
offset -= .5f;
// 3. Fix the aliasing that happens with 8bpc normal maps, which also gives us the range [-1.0, +1.0].
offset = floor(abs(offset * 255.f)) / 127.f * sign(offset);
// 4. Scale to correct range specified by the user.
offset *= DisplacementRange * ViewSize.zw;
// 5. Calculate final sampled UV.
float2 sample_uv = vtx.texcoord0.xy + offset;
// Sample the Input texture at sample_uv.
return InputA.Sample(LinearClampSampler, sample_uv);
}
technique Version_1_0 {
pass
{
vertex_shader = DefaultVertexShader(vtx);
pixel_shader = DisplacementPixelShader_v1(vtx);
}
}