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

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// AUTOGENERATED COPYRIGHT HEADER START
// Copyright (C) 2021 Radegast Stravinsky <radegast.ffxiv@gmail.com>
// Copyright (C) 2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
// AUTOGENERATED COPYRIGHT HEADER END
// Copyright 2021 Radegast Stravinsky <radegast.ffxiv@gmail.com>
//
// 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.
#include "../base.effect"
//-----------------------------------------------------------------------------
// Uniforms
//-----------------------------------------------------------------------------
// Provided by StreamFX
uniform float4 Time<
bool automatic = true;
>;
uniform float4 ViewSize<
bool automatic = true;
>;
uniform texture2d InputA<
bool automatic = true;
>;
uniform float2 coordinates<
string name = "Coordinates (X, Y)";
string description = "Determines the center of the effect.";
string field_type = "slider";
float2 step = {0.01, 0.01};
float2 minimum = {0.0, 0.0};
float2 maximum = {1.0, 1.0};
> = {0.5, 0.5};
uniform float angle<
string name = "Angle";
string description = "The angle in degrees to twist the image.";
string field_type = "slider";
float minimum = -1800.0;
float maximum = 1800.0;
> = 270.0;
uniform float radius<
string name = "Radius";
string description = "The radius of the effect.";
string field_type = "slider";
float step = 0.01;
float minimum = 0.0;
float maximum = 1.0;
> = 0.5;
uniform float tension<
string name = "Tension";
string description = "Controls how rapidly the distortion reaches the maximum value.";
string field_type = "slider";
float step = 0.01;
float minimum = 0.0;
float maximum = 10.0;
> = 1.0;
uniform float aspect_ratio<
string name = "Aspect Ratio";
string description = "Adjusts the aspect ratio for the associated distortion.";
string field_type = "slider";
float step = 0.01;
float minimum = -1;
float maximum = 1;
> = 0.0;
uniform bool animate<
string name = "Animate";
string description = "Animates the effect, making it twist back and forth.";
> = false;
uniform bool inverse_angle<
string name = "Use Inverse Angle";
string description = "Inverts the angle, making the edges more distorted than the center.";
> = false;
//-----------------------------------------------------------------------------
// Structs
//-----------------------------------------------------------------------------
struct VertexData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Samplers
//-----------------------------------------------------------------------------
sampler_state texture_sampler {
Filter = Linear;
AddressU = Mirror;
AddressV = Mirror;
};
//-----------------------------------------------------------------------------
// Functions
//-----------------------------------------------------------------------------
float2 swirl_transform (float percent, float2 input_vertex, float2 effect_center) {
float theta = percent * percent * radians(angle * (animate == true ? sin(Time.x) : 1.0) );
float s = sin(theta);
float c = cos(theta);
float2x2 transform = float2x2(
c, -s,
s, c
);
return mul(transform, input_vertex-effect_center);
}
//-----------------------------------------------------------------------------
// Shaders
//-----------------------------------------------------------------------------
float4 PSSwirl(VertexData vtx) : TARGET {
VertexData vertex_out;
vertex_out.pos = vtx.pos;
float2 effect_center = coordinates/2.0;
float ar_raw = 1. * ViewSize.y / ViewSize.x;
float ar = lerp(ar_raw, 1, aspect_ratio);
vertex_out.uv = 1. * vtx.uv - effect_center;
effect_center.x /= ar;
vertex_out.uv.x /= ar;
float dist = distance(vertex_out.uv, effect_center);
if (dist < radius)
{
float tension_radius = lerp(radius-dist, radius, tension);
float percent = (radius-dist) /tension_radius;
percent = inverse_angle == 0 ? percent : 1 - percent;
vertex_out.uv = swirl_transform(percent, vertex_out.uv, effect_center);
vertex_out.uv += (2 * effect_center);
vertex_out.uv.x *= ar;
return InputA.Sample(texture_sampler, vertex_out.uv);
}
else
{
return InputA.Sample(texture_sampler, vtx.uv );
}
}
technique Swirl
{
pass
{
vertex_shader = DefaultVertexShader(vtx);
pixel_shader = PSSwirl(vtx);
}
}