mirror of https://github.com/Xaymar/obs-StreamFX
197 lines
6.1 KiB
Plaintext
197 lines
6.1 KiB
Plaintext
// AUTOGENERATED COPYRIGHT HEADER START
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// Copyright (C) 2021 Radegast-FFXIV <radegast.ffxiv@gmail.com>
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// Copyright (C) 2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
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// AUTOGENERATED COPYRIGHT HEADER END
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// 2. Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// 3. Neither the name of the copyright holder nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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#include "../base.effect"
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//-----------------------------------------------------------------------------
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// Uniforms
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//-----------------------------------------------------------------------------
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// Provided by StreamFX
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uniform float4 Time<
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bool automatic = true;
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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 magnitude<
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string name = "Magnitude";
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string description = "The magnitude of the distortion.";
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string field_type = "slider";
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float minimum = 0.0;
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float maximum = 10.0;
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> = 1.0;
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uniform float angle<
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string name = "Angle";
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string description = "The amount of oscillation in the image.";
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string field_type = "slider";
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float minimum = -1800.0;
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float maximum = 1800.0;
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> = 90.0;
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uniform float period<
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string name = "Period";
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string description = "The frequency at which the wave oscillation occurs.";
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string field_type = "slider";
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float minimum = 0.0;
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float maximum = 10.0;
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> = 0.5;
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uniform float phase<
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string name = "Phase";
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string description = "Adjusts the phase of the wave.";
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string field_type = "slider";
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float minimum = -1.0;
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float maximum = 1.0;
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> = 0.0;
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uniform float amplitude<
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string name = "Amplitude";
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string description = "Adjusts the amplitude of the wave.";
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string field_type = "slider";
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float minimum = -1.0;
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float maximum = 1.0;
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> = 0.25;
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uniform int wave_type<
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string name = "Wave Type";
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string description = "The wave distortion type to use.";
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string field_type = "enum";
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// Enumeration
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int enum = 2;
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int enum_0 = 0;
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string enum_0_name = "X/X";
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int enum_1 = 1;
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string enum_1_name = "X/Y";
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> = 1;
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uniform int animate<
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string name = "Animate By";
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string description = "Animates the wave distortion by one of the parameters.";
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string field_type = "enum";
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// Enumeration
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int enum = 4;
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int enum_0 = 0;
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string enum_0_name = "None";
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int enum_1 = 1;
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string enum_1_name = "Amplitude";
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int enum_2 = 2;
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string enum_2_name = "Phase";
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int enum_3 = 3;
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string enum_3_name = "Angle";
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> = 0;
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//-----------------------------------------------------------------------------
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// Structs
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//-----------------------------------------------------------------------------
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struct VertexData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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// Samplers
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//-----------------------------------------------------------------------------
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sampler_state texture_sampler {
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Filter = Linear;
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AddressU = Mirror;
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AddressV = Mirror;
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};
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//-----------------------------------------------------------------------------
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// Functions
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//-----------------------------------------------------------------------------
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float4 PSWave(VertexData vtx) : TARGET {
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const float ar = 1.0 * (float)ViewSize.y / (float)ViewSize.x;
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float2 tc = vtx.uv;
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const float2 center = float2(0.5 / ar, 0.5);
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float4 color;
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tc.x /= ar;
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const float theta = radians(animate == 3 ? (Time.x * 5 % 360.0) : angle);
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const float s = sin(theta);
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const float _s = sin(-theta);
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const float c = cos(theta);
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const float _c = cos(-theta);
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tc = float2(dot(tc - center, float2(c, -s)), dot(tc - center, float2(s, c)));
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if(wave_type == 0)
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{
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switch(animate)
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{
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default:
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tc.x += amplitude * sin((tc.x * period * 10) + phase);
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break;
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case 1:
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tc.x += (sin(Time.x) * amplitude) * sin((tc.x * period * 10) + phase);
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break;
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case 2:
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tc.x += amplitude * sin((tc.x * period * 10) + Time.x);
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break;
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}
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}
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else
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{
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switch(animate)
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{
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default:
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tc.x += amplitude * sin((tc.y * period * 10) + phase);
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break;
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case 1:
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tc.x += (sin(Time.x) * amplitude) * sin((tc.y * period * 10) + phase);
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break;
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case 2:
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tc.x += amplitude * sin((tc.y * period * 10) + Time.x);
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break;
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}
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}
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tc = float2(dot(tc, float2(_c, -_s)), dot(tc, float2(_s, _c))) + center;
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tc.x *= ar;
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color = InputA.Sample(texture_sampler, tc);
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return color;
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}
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technique Wave
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{
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = PSWave(vtx);
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}
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}
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