mirror of https://github.com/Xaymar/obs-StreamFX
153 lines
3.5 KiB
Plaintext
153 lines
3.5 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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// Copyright (C) 2020 Daniel Hodgson <toasty27@gmail.com>
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// AUTOGENERATED COPYRIGHT HEADER END
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// Always provided by OBS
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uniform float4x4 ViewProj<
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bool automatic = true;
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string name = "View Projection Matrix";
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>;
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// Provided by Stream Effects
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uniform float4 Time<
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bool automatic = true;
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string name = "Time Array";
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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.";
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>;
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uniform float4x4 Random<
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bool automatic = true;
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string name = "Random Array";
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string description = "A float4x4 value containing random values between 0 and 1";
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>;
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uniform float4 ViewSize<
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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 HexagonScale<
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string name = "Hexagon Scale";
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string field_type = "slider";
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float minimum = 1.0;
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float maximum = 1024.0;
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float step = 1.0;
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> = 120.0;
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uniform float HexagonWallScale<
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string name = "Hexagon Wall Scale";
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string field_type = "slider";
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float minimum = 0.0;
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float maximum = 100.0;
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float step = 0.01;
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float scale = 0.01;
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> = 100.0;
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uniform float LuminanceScale<
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string name = "Luminance Scale";
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string field_type = "slider";
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float minimum = 0.0;
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float maximum = 100.0;
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float step = 0.01;
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float scale = 0.01;
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> = 0.00;
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// ---------- Shader Code
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sampler_state def_sampler {
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AddressU = Clamp;
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AddressV = Clamp;
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Filter = Linear;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertData VSDefault(VertData v_in) {
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VertData vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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#define PI 3.1415926f
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#define TAU 6.2831853f
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#define deg30 0.52359877
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float hexDist(float2 a, float2 b){
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float2 p = abs(b-a);
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float s = sin(deg30);
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float c = cos(deg30);
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float diagDist = s*p.x + c*p.y;
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return max(diagDist, p.x)/c;
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}
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float2 nearestHex(float s, float2 st){
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float h = sin(deg30)*s;
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float r = cos(deg30)*s;
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float b = s + 2.0*h;
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float a = 2.0*r;
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float m = h/r;
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float2 sect = st/float2(2.0*r, h+s);
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float2 sectPxl = fmod(st, float2(2.0*r, h+s));
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float aSection = fmod(floor(sect.y), 2.0);
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float2 coord = floor(sect);
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if(aSection > 0.0){
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if(sectPxl.y < (h-sectPxl.x*m)){
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coord -= 1.0;
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}
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else if(sectPxl.y < (-h + sectPxl.x*m)){
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coord.y -= 1.0;
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}
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}
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else{
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if(sectPxl.x > r){
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if(sectPxl.y < (2.0*h - sectPxl.x * m)){
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coord.y -= 1.0;
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}
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}
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else{
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if(sectPxl.y < (sectPxl.x*m)){
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coord.y -= 1.0;
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}
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else{
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coord.x -= 1.0;
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}
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}
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}
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float xoff = fmod(coord.y, 2.0)*r;
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return float2(coord.x*2.0*r-xoff, coord.y*(h+s))+float2(r*2.0, s);
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}
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float4 PSDefault(VertData v_in) : TARGET {
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float2 coord = v_in.uv * ViewSize.xy;
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float s = ViewSize.x/HexagonScale;
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float2 nearest = nearestHex(s, coord);
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float4 texel = InputA.Sample(def_sampler, nearest / ViewSize.xy);//, -100.0);
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float dist = hexDist(coord, nearest);
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float luminance = (texel.r + texel.g + texel.b)/3.0;
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luminance = (luminance * LuminanceScale) + (1-LuminanceScale);
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//float interiorSize = luminance*s;
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float interiorSize = luminance * s * HexagonWallScale;
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float interior = 1.0 - smoothstep(interiorSize-1.0, interiorSize, dist);
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//fragColor = float4(dist);
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return float4(texel.rgb*interior, 1.0);
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//fragColor = float4(nearest, 0.0, 1.0);
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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 = VSDefault(v_in);
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pixel_shader = PSDefault(v_in);
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}
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}
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