obs-StreamFX/data/examples/shaders/transition/luma-burn.effect

365 lines
9.0 KiB
Plaintext

// AUTOGENERATED COPYRIGHT HEADER START
// Copyright (C) 2020-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
// Copyright (C) 2020 Charles Fettinger <charles@oncorporation.com>
// AUTOGENERATED COPYRIGHT HEADER END
// Always provided by OBS
uniform float4x4 ViewProj<
bool automatic = true;
string name = "View Projection Matrix";
>;
// Provided by Stream Effects
uniform float4 Time<
bool automatic = true;
string name = "Time Array";
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.";
>;
uniform float4x4 Random<
bool automatic = true;
string name = "Random Array";
string description = "A float4x4 value containing random values between 0 and 1";
>;
uniform texture2d InputA<
bool automatic = true;
>;
uniform texture2d InputB<
bool automatic = true;
>;
uniform float TransitionTime<
bool automatic = true;
>;
uniform int2 TransitionSize<
bool automatic = true;
>;
uniform float Sharpness<
string field_type = "slider";
string suffix = " %";
float minimum = 8.0;
float maximum = 128.0;
float step = 0.01;
float scale = 1.0;
> = 10.0;
uniform bool LumaIsExponential<
string name = "Is Luminosity exponential?";
> = false;
uniform float LumaExponent<
string name = "Luminosity Exponent";
string field_type = "slider";
float minimum = 0.;
float maximum = 500.;
float step = .01;
float scale = .01;
> = 100.;
uniform float4 TransitionColor<
string name = "Color";
string field_type = "slider";
float4 minimum = {0.,0.,0.,0.};
float4 maximum = {100.,100.,100.,100.};
float4 scale = {.01,.01,.01,.01};
float4 step = {.01,.01,.01,.01};
> = { 80.0, 33.0, 33.0, 75.0 };
uniform bool ColorEase<
string name = "Ease Color?";
> = false;
uniform int ColorEaseStart<
string name = "Ease Color Start";
string field_type = "slider";
string suffix = " %";
int minimum = 0;
int maximum = 100;
int step = 1;
int scale = 1;
> = 75;
// ---------- Shader Code
sampler_state def_sampler {
AddressU = Clamp;
AddressV = Clamp;
Filter = Linear;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData v_in) {
VertData vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
float TransitionAlphaEase(float transition)
{
// (sin(3.5*(x - 0.5))+1)* 0.5) * (cos(3.5(x - 0.5)) +.333 - custom formula to create fast alpha to 100% then quick fade out
// based on y= a sin( b(x+c)) + D wave function combined with cos wave deform
float alpha = ((sin(4.5 * (transition - 0.2)) + 1.0) * 0.5) * (cos(3.5 * (transition - 0.5))) + (ColorEaseStart * 0.01);
return alpha;
}
float4 RGBtoYUV(float4 rgba) {
float3x3 yuv = float3x3(float3(0.2126,0.7152,0.0722),float3(-0.1145721060573399,-0.3854278939426601,0.5),float3(0.5,-0.4541529083058166,-0.0458470916941834));
float4 result = float4(0,0.5,0.5,0);
result += float4(
rgba.r * yuv[0][0] + rgba.g * yuv[0][1] + rgba.b * yuv[0][2],
rgba.r * yuv[1][0] + rgba.g * yuv[1][1] + rgba.b * yuv[1][2],
rgba.r * yuv[2][0] + rgba.g * yuv[2][1] + rgba.b * yuv[2][2],
rgba.a
);
return result;
}
//#define C_e 2,7182818284590452353602874713527
#define C_log2_e 1.4426950408889634073599246810019 // Windows calculator: log(e(1)) / log(2)
float4 PSDefault(VertData v_in) : TARGET
{
float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
float4 sampleAYUV = RGBtoYUV(sampleA);
float4 sampleBYUV = RGBtoYUV(sampleB);
float sharpinv = 1.0 / Sharpness;
float luma = sampleAYUV.r;
if (LumaIsExponential) {
luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
}
float transition = sharpinv + luma * (1.0 - sharpinv);
transition -= TransitionTime;
transition *= Sharpness;
transition += 0.5;
transition = clamp(transition, 0., 1.);
return sampleB * (1.0 - transition) + sampleA * (transition);
//return transition;
}
float4 PSInverse(VertData v_in) : TARGET
{
float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
float4 sampleAYUV = RGBtoYUV(sampleA);
float4 sampleBYUV = RGBtoYUV(sampleB);
float sharpinv = 1.0 / Sharpness;
float luma = (1.0 - sampleAYUV.r);
if (LumaIsExponential) {
luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
}
float transition = sharpinv + luma * (1.0 - sharpinv);
transition -= TransitionTime;
transition *= Sharpness;
transition += 0.5;
transition = clamp(transition, 0., 1.);
return sampleB * (1.0 - transition) + sampleA * (transition);
//return transition;
}
float4 PSDarkToLightColored(VertData v_in) : TARGET
{
float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
float4 sampleAYUV = RGBtoYUV(sampleA);
float4 sampleBYUV = RGBtoYUV(sampleB);
float sharpinv = 1.0 / Sharpness;
float luma = sampleAYUV.r;
if (LumaIsExponential)
{
luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
}
float transition = sharpinv + luma * (1.0 - sharpinv);
transition -= TransitionTime;
transition *= Sharpness;
transition += 0.5;
transition = clamp(transition, 0., 1.);
float colorAlpha = TransitionColor.a;
if (ColorEase)
{
colorAlpha *= TransitionAlphaEase(TransitionTime);
}
sampleB.rgb = lerp(sampleB.rgb, sampleB.rgb * TransitionColor.rgb, colorAlpha); // implement transition coloration
return sampleB * (1.0 - transition) + sampleA * (transition);
//return transition;
}
float4 PSLightToDarkColored(VertData v_in) : TARGET
{
float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
float4 sampleAYUV = RGBtoYUV(sampleA);
float4 sampleBYUV = RGBtoYUV(sampleB);
float sharpinv = 1.0 / Sharpness;
float luma = (1.0 - sampleAYUV.r);
if (LumaIsExponential)
{
luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
}
float transition = sharpinv + luma * (1.0 - sharpinv);
transition -= TransitionTime;
transition *= Sharpness;
transition += 0.5;
transition = clamp(transition, 0., 1.);
float colorAlpha = TransitionColor.a;
if (ColorEase)
{
colorAlpha *= TransitionAlphaEase(TransitionTime);
}
sampleB.rgb = lerp(sampleB.rgb, sampleB.rgb * TransitionColor.rgb, colorAlpha); // implement transition coloration
return sampleB * (1.0 - transition) + sampleA * (transition);
//return transition;
}
float4 PSDarkColoredToLight(VertData v_in) : TARGET
{
float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
float4 sampleAYUV = RGBtoYUV(sampleA);
float4 sampleBYUV = RGBtoYUV(sampleB);
float sharpinv = 1.0 / Sharpness;
float luma = sampleAYUV.r;
if (LumaIsExponential)
{
luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
}
float transition = sharpinv + luma * (1.0 - sharpinv);
transition -= TransitionTime;
transition *= Sharpness;
transition += 0.5;
transition = clamp(transition, 0., 1.);
float colorAlpha = TransitionColor.a;
if (ColorEase)
{
colorAlpha *= TransitionAlphaEase(TransitionTime);
}
sampleA.rgb = lerp(sampleA.rgb, sampleA.rgb * TransitionColor.rgb, colorAlpha); // implement transition coloration
return sampleB * (1.0 - transition) + sampleA * (transition);
//return transition;
}
float4 PSLightColoredToDark(VertData v_in) : TARGET
{
float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
float4 sampleAYUV = RGBtoYUV(sampleA);
float4 sampleBYUV = RGBtoYUV(sampleB);
float sharpinv = 1.0 / Sharpness;
float luma = (1.0 - sampleAYUV.r);
if (LumaIsExponential)
{
luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
}
float transition = sharpinv + luma * (1.0 - sharpinv);
transition -= TransitionTime;
transition *= Sharpness;
transition += 0.5;
transition = clamp(transition, 0., 1.);
float colorAlpha = TransitionColor.a;
if (ColorEase)
{
colorAlpha *= TransitionAlphaEase(TransitionTime);
}
sampleA.rgb = lerp(sampleA.rgb, sampleA.rgb * TransitionColor.rgb, colorAlpha); // implement transition coloration
return sampleB * (1.0 - transition) + sampleA * (transition);
//return transition;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDefault(v_in);
}
}
technique DrawInverse
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSInverse(v_in);
}
}
technique LightToDark
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSInverse(v_in);
}
}
technique DarkToLight
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDefault(v_in);
}
}
technique LightToDarkColored
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSLightToDarkColored(v_in);
}
}
technique DarkToLightColored
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDarkToLightColored(v_in);
}
}
technique DarkColoredToLight
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDarkColoredToLight(v_in);
}
}
technique LightColoredToDark
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSLightColoredToDark(v_in);
}
}