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

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// AUTOGENERATED COPYRIGHT HEADER START
// Copyright (C) 2021 Radegast-FFXIV <radegast.ffxiv@gmail.com>
// Copyright (C) 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
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// 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 float magnitude<
string name = "Magnitude";
string description = "The magnitude of the distortion.";
string field_type = "slider";
float minimum = 0.0;
float maximum = 10.0;
> = 1.0;
uniform float angle<
string name = "Angle";
string description = "The amount of oscillation in the image.";
string field_type = "slider";
float minimum = -1800.0;
float maximum = 1800.0;
> = 90.0;
uniform float period<
string name = "Period";
string description = "The frequency at which the wave oscillation occurs.";
string field_type = "slider";
float minimum = 0.0;
float maximum = 10.0;
> = 0.5;
uniform float phase<
string name = "Phase";
string description = "Adjusts the phase of the wave.";
string field_type = "slider";
float minimum = -1.0;
float maximum = 1.0;
> = 0.0;
uniform float amplitude<
string name = "Amplitude";
string description = "Adjusts the amplitude of the wave.";
string field_type = "slider";
float minimum = -1.0;
float maximum = 1.0;
> = 0.25;
uniform int wave_type<
string name = "Wave Type";
string description = "The wave distortion type to use.";
string field_type = "enum";
// Enumeration
int enum = 2;
int enum_0 = 0;
string enum_0_name = "X/X";
int enum_1 = 1;
string enum_1_name = "X/Y";
> = 1;
uniform int animate<
string name = "Animate By";
string description = "Animates the wave distortion by one of the parameters.";
string field_type = "enum";
// Enumeration
int enum = 4;
int enum_0 = 0;
string enum_0_name = "None";
int enum_1 = 1;
string enum_1_name = "Amplitude";
int enum_2 = 2;
string enum_2_name = "Phase";
int enum_3 = 3;
string enum_3_name = "Angle";
> = 0;
//-----------------------------------------------------------------------------
// Structs
//-----------------------------------------------------------------------------
struct VertexData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Samplers
//-----------------------------------------------------------------------------
sampler_state texture_sampler {
Filter = Linear;
AddressU = Mirror;
AddressV = Mirror;
};
//-----------------------------------------------------------------------------
// Functions
//-----------------------------------------------------------------------------
float4 PSWave(VertexData vtx) : TARGET {
const float ar = 1.0 * (float)ViewSize.y / (float)ViewSize.x;
float2 tc = vtx.uv;
const float2 center = float2(0.5 / ar, 0.5);
float4 color;
tc.x /= ar;
const float theta = radians(animate == 3 ? (Time.x * 5 % 360.0) : angle);
const float s = sin(theta);
const float _s = sin(-theta);
const float c = cos(theta);
const float _c = cos(-theta);
tc = float2(dot(tc - center, float2(c, -s)), dot(tc - center, float2(s, c)));
if(wave_type == 0)
{
switch(animate)
{
default:
tc.x += amplitude * sin((tc.x * period * 10) + phase);
break;
case 1:
tc.x += (sin(Time.x) * amplitude) * sin((tc.x * period * 10) + phase);
break;
case 2:
tc.x += amplitude * sin((tc.x * period * 10) + Time.x);
break;
}
}
else
{
switch(animate)
{
default:
tc.x += amplitude * sin((tc.y * period * 10) + phase);
break;
case 1:
tc.x += (sin(Time.x) * amplitude) * sin((tc.y * period * 10) + phase);
break;
case 2:
tc.x += amplitude * sin((tc.y * period * 10) + Time.x);
break;
}
}
tc = float2(dot(tc, float2(_c, -_s)), dot(tc, float2(_s, _c))) + center;
tc.x *= ar;
color = InputA.Sample(texture_sampler, tc);
return color;
}
technique Wave
{
pass
{
vertex_shader = DefaultVertexShader(vtx);
pixel_shader = PSWave(vtx);
}
}