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

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// AUTOGENERATED COPYRIGHT HEADER START
// Copyright (C) 2019-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
// AUTOGENERATED COPYRIGHT HEADER END
// Always provided by OBS
uniform float4x4 ViewProj<
bool visible = false;
string name = "View Projection Matrix";
>;
// Provided by Stream Effects
uniform float4 Time<
bool visible = false;
string name = "Time Array";
string description = "A float4 value containing the total time, rendering time and the time since the last tick. The last value is a random number between 0 and 1.";
>;
uniform float4x4 Random<
bool visible = false;
string name = "Random Array";
string description = "A float4x4 value containing random values between 0 and 1";
>;
uniform float4 ViewSize<
bool automatic = true;
>;
uniform texture2d InputA<
bool automatic = true;
>;
// Shader Parameters
uniform float p_drunk_strength<
bool visible = true;
string field_type = "slider";
string name = "Strength";
float minimum = 0.;
float maximum = 100.;
float step = .01;
> = 25.0;
uniform float p_drunk_speed<
bool visible = true;
string field_type = "slider";
string name = "Speed";
float minimum = 0.;
float maximum = 100.;
float step = .01;
> = 2.0;
// ---------- Shader Code
sampler_state def_sampler {
AddressU = Clamp;
AddressV = Clamp;
Filter = Linear;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData vtx) {
vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
return vtx;
}
#define MAX_PTS 5
#define MAX_LINE 5.
float random_time_at(int x, int y) {
const float ts[MAX_PTS + 1][MAX_PTS + 1] = {
{.2, .8, -.2, .452, -.2832, .8},
{-.28, -1, -.42, -.89, .72, -.29},
{.75, .25, .33, .67, .98, .01},
{-.28, 0.8, -.32, -.189, .11, .84},
{-.48, 0.1, -.2323, -.555, .421, .23},
{-.28, 0.3, -1.3333, 1.333, 4, 1},
};
return ts[x][y];
}
float2 mult_at(int x, int y) {
float x2 = fmod(x, 2.);
float y2 = fmod(y, 2.);
float2 mult;
mult.x = (x2 < 1.) ? -1. : 1.;
mult.y = (y2 < 1.) ? -1. : 1.;
return mult;
}
float4 PSDrunkStage1(VertData vtx) : TARGET {
float2 uvs[MAX_PTS + 1][MAX_PTS + 1];
for (int x = 0; x <= MAX_PTS; x++) {
for (int y = 0; y <= MAX_PTS; y++) {
float2 off = float2(0, 0);
if ((x > 0) && (x < MAX_PTS)) {
off.x = cos(Time.x * p_drunk_speed + random_time_at(x, y)) * ViewSize.z;
}
if ((y > 0) && (y < MAX_PTS)) {
off.y = sin(Time.x * p_drunk_speed + random_time_at(x, y)) * ViewSize.w;
}
off *= (p_drunk_strength / 100.0) * ViewSize.xy * 0.5 * mult_at(x, y);
uvs[x][y] = float2(x / MAX_LINE + off.x, y / MAX_LINE + off.y);
}
}
float2 fade = frac(vtx.uv * MAX_LINE);
fade = (sin((fade - 0.5) * 3.141) + 1.0) * 0.5;
int2 _low = int2(floor(vtx.uv * MAX_LINE));
int2 _hig = int2(ceil(vtx.uv * MAX_LINE));
float2 uv = vtx.uv;
float2 uv_tl = uvs[_low.x][_low.y];
float2 uv_tr = uvs[_hig.x][_low.y];
float2 uv_bl = uvs[_low.x][_hig.y];
float2 uv_br = uvs[_hig.x][_hig.y];
float2 uv_t = lerp(uv_tl, uv_tr, fade.x);
float2 uv_b = lerp(uv_bl, uv_br, fade.x);
uv = lerp(uv_t, uv_b, fade.y);
return InputA.Sample(def_sampler, uv);
}
technique Draw
{
pass
{
vertex_shader = VSDefault(vtx);
pixel_shader = PSDrunkStage1(vtx);
}
}