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

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// AUTOGENERATED COPYRIGHT HEADER START
// Copyright (C) 2021-2023 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
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//------------------------------------------------------------------------------
// Uniforms
//------------------------------------------------------------------------------
uniform float4x4 ViewProj<
bool automatic = true;
>;
uniform float4 ViewSize<
bool automatic = true;
>;
uniform texture2d InputA<
bool automatic = true;
>;
uniform float4 _000_Levels<
string name = "Levels";
string field_type = "slider";
float4 minimum = {0., 0., 0., 0.};
float4 maximum = {1024., 1024., 1024., 100.};
float4 step = {1., 1., 1., .01};
float4 scale = {1., 1., 1., 100.};
> = {1., 1., 1., 1.};
uniform float4 _100_Offset<
string name = "Bias";
string field_type = "slider";
float4 minimum = {-100., -100., -100., -100.};
float4 maximum = {100., 100., 100., 100.};
float4 step = {.01, .01, .01, .01};
float4 scale = {.005, .005, .005, .005};
>;
uniform bool _200_PassThroughAlpha<
string name = "Alpha Pass Through";
> = true;
//------------------------------------------------------------------------------
// Structs
//------------------------------------------------------------------------------
struct VertFragData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
//------------------------------------------------------------------------------
// Samplers
//------------------------------------------------------------------------------
sampler_state def_sampler {
Filter = Point;
AddressU = Repeat;
AddressV = Repeat;
};
//------------------------------------------------------------------------------
// Functionality
//------------------------------------------------------------------------------
VertFragData VSDefault(VertFragData vtx) {
vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
return vtx;
};
//------------------------------------------------------------------------------
// Technique - RGB
//------------------------------------------------------------------------------
float4 PSRGB(VertFragData vtx) : TARGET {
float4 rgba = InputA.Sample(def_sampler, vtx.uv);
float4 polar = (round(rgba * _000_Levels - _100_Offset) + _100_Offset) / _000_Levels;
if (_200_PassThroughAlpha)
polar.a = rgba.a;
return polar;
};
technique RGB
{
pass
{
vertex_shader = VSDefault(vtx);
pixel_shader = PSRGB(vtx);
};
};
//------------------------------------------------------------------------------
// Technique - YUV
//------------------------------------------------------------------------------
#define RGB_YUV_709 float3x3( 0.21260, 0.71520, 0.07220,\
-0.11457, -0.38543, 0.50000,\
0.50000, -0.45415, -0.04585)
#define YUV_709_RGB float3x3( 1.00000, 0.00000, 1.57480,\
1.00000, -0.18732, -0.46812,\
1.00000, 1.85560, 0.00000)
float3 RGBtoYUV(float3 rgb, float3x3 m) {
return mul(m, rgb) + float3(0, .5, .5);
}
float4 RGBAtoYUVA(float4 rgba, float3x3 m) {
return float4(RGBtoYUV(rgba.rgb, m), rgba.a);
}
float3 YUVtoRGB(float3 yuv, float3x3 m) {
return mul(m, yuv - float3(0, .5, .5));
}
float4 YUVAtoRGBA(float4 yuva, float3x3 m) {
return float4(YUVtoRGB(yuva.rgb, m), yuva.a);
}
float4 PSYUV(VertFragData vtx) : TARGET {
float4 rgba = InputA.Sample(def_sampler, vtx.uv);
float4 yuva = RGBAtoYUVA(rgba, YUV_709_RGB);
float4 polar = round(yuva * _000_Levels + _100_Offset) / _000_Levels;
if (_200_PassThroughAlpha)
polar.a = rgba.a;
float4 final = YUVAtoRGBA(polar, RGB_YUV_709);
return final;
};
technique YUV
{
pass
{
vertex_shader = VSDefault(vtx);
pixel_shader = PSYUV(vtx);
};
};
//------------------------------------------------------------------------------
// Technique - HSV
//------------------------------------------------------------------------------
// Adapted from http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
#define RGB_HSV_FASTCONDITIONALMOVE
float3 RGBtoHSV(float3 RGBA) {
const float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
const float e = 1.0e-10;
#ifdef RGB_HSV_FASTCONDITIONALMOVE
float4 p = RGBA.g < RGBA.b ? float4(RGBA.bg, K.wz) : float4(RGBA.gb, K.xy);
float4 q = RGBA.r < p.x ? float4(p.xyw, RGBA.r) : float4(RGBA.r, p.yzx);
#else
float4 p = lerp(float4(RGBA.bg, K.wz), float4(RGBA.gb, K.xy), step(RGBA.b, RGBA.g));
float4 q = lerp(float4(p.xyw, RGBA.r), float4(RGBA.r, p.yzx), step(p.x, RGBA.r));
#endif
float d = q.x - min(q.w, q.y);
return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float4 RGBAtoHSVA(float4 RGBA) {
return float4(RGBtoHSV(RGBA.rgb), RGBA.a);
}
float3 HSVtoRGB(float3 HSVA) {
const float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 v = float3(0,0,0);
v = HSVA.z * lerp(K.xxx, clamp(abs(frac(HSVA.xxx + K.xyz) * 6.0 - K.www) - K.xxx, 0.0, 1.0), HSVA.y);
return v;
}
float4 HSVAtoRGBA(float4 HSVA) {
return float4(HSVtoRGB(HSVA.rgb), HSVA.a);
}
float4 PSHSV(VertFragData vtx) : TARGET {
float4 rgba = InputA.Sample(def_sampler, vtx.uv);
float4 hsva = RGBAtoHSVA(rgba);
float4 polar = round(hsva * _000_Levels + _100_Offset) / _000_Levels;
polar = clamp(polar, float4(-1., 0., 0., 0.), float4(2., 1., 1., 1.));
if (_200_PassThroughAlpha)
polar.a = rgba.a;
float4 final = HSVAtoRGBA(polar);
return final;
};
technique HSV
{
pass
{
vertex_shader = VSDefault(vtx);
pixel_shader = PSHSV(vtx);
};
};
//------------------------------------------------------------------------------
// Technique - CIE
//------------------------------------------------------------------------------
// XYZ <-> RGB
float4 RGBtoXYZ( float4 c ) {
float3 tmp;
tmp.x = ( c.r > 0.04045 ) ? pow( ( c.r + 0.055 ) / 1.055, 2.4 ) : c.r / 12.92;
tmp.y = ( c.g > 0.04045 ) ? pow( ( c.g + 0.055 ) / 1.055, 2.4 ) : c.g / 12.92,
tmp.z = ( c.b > 0.04045 ) ? pow( ( c.b + 0.055 ) / 1.055, 2.4 ) : c.b / 12.92;
const float3x3 mat = float3x3(
0.4124, 0.3576, 0.1805,
0.2126, 0.7152, 0.0722,
0.0193, 0.1192, 0.9505
);
float3 r = 100.0 * mul(tmp, mat);
return float4(r.r, r.g, r.b, c.a);
}
float4 XYZtoRGB( float4 c ) {
const float3x3 mat = float3x3(
3.2406, -1.5372, -0.4986,
-0.9689, 1.8758, 0.0415,
0.0557, -0.2040, 1.0570
);
float3 v = mul(c.rgb / 100.0, mat);
float4 r;
r.x = ( v.r > 0.0031308 ) ? (( 1.055 * pow( v.r, ( 1.0 / 2.4 ))) - 0.055 ) : 12.92 * v.r;
r.y = ( v.g > 0.0031308 ) ? (( 1.055 * pow( v.g, ( 1.0 / 2.4 ))) - 0.055 ) : 12.92 * v.g;
r.z = ( v.b > 0.0031308 ) ? (( 1.055 * pow( v.b, ( 1.0 / 2.4 ))) - 0.055 ) : 12.92 * v.b;
r.a = c.a;
return r;
}
// XYZ <-> L*a*b
float4 XYZtoLAB( float4 c ) {
float3 n = c.rgb / float3(95.047, 100, 108.883);
float3 v;
v.x = ( n.x > 0.008856 ) ? pow( n.x, 1.0 / 3.0 ) : ( 7.787 * n.x ) + ( 16.0 / 116.0 );
v.y = ( n.y > 0.008856 ) ? pow( n.y, 1.0 / 3.0 ) : ( 7.787 * n.y ) + ( 16.0 / 116.0 );
v.z = ( n.z > 0.008856 ) ? pow( n.z, 1.0 / 3.0 ) : ( 7.787 * n.z ) + ( 16.0 / 116.0 );
return float4(
( 116.0 * v.y ) - 16.0,
500.0 * ( v.x - v.y ),
200.0 * ( v.y - v.z ),
c.a
);
}
float4 LABtoXYZ( float4 c ) {
float fy = ( c.x + 16.0 ) / 116.0;
float fx = c.y / 500.0 + fy;
float fz = fy - c.z / 200.0;
return float4(
95.047 * (( fx > 0.206897 ) ? fx * fx * fx : ( fx - 16.0 / 116.0 ) / 7.787),
100.000 * (( fy > 0.206897 ) ? fy * fy * fy : ( fy - 16.0 / 116.0 ) / 7.787),
108.883 * (( fz > 0.206897 ) ? fz * fz * fz : ( fz - 16.0 / 116.0 ) / 7.787),
c.a
);
}
// L*a*b <-> RGB
float4 RGBtoLAB( float4 c ) {
float4 lab = XYZtoLAB(RGBtoXYZ(c));
return float4(
lab.x / 100.0,
0.5 + 0.5 * ( lab.y / 127.0 ),
0.5 + 0.5 * ( lab.z / 127.0 ),
lab.a
);
}
float4 LABtoRGB( float4 c ) {
return XYZtoRGB(
LABtoXYZ(
float4(
100.0 * c.x,
2.0 * 127.0 * (c.y - 0.5),
2.0 * 127.0 * (c.z - 0.5),
c.a
)
)
);
}
float4 PSLAB(VertFragData vtx) : TARGET {
float4 rgba = InputA.Sample(def_sampler, vtx.uv);
float4 value = RGBtoLAB(rgba);
value = round(value * _000_Levels + _100_Offset) / _000_Levels;
//polar = clamp(polar, float4(-1., 0., 0., 0.), float4(2., 1., 1., 1.));
if (_200_PassThroughAlpha)
value.a = rgba.a;
return LABtoRGB(value);
};
technique LAB
{
pass
{
vertex_shader = VSDefault(vtx);
pixel_shader = PSLAB(vtx);
};
};