mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-12-03 16:47:26 +00:00
149 lines
3.2 KiB
Text
149 lines
3.2 KiB
Text
// Always provided by OBS
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uniform float4x4 ViewProj<
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bool visible = false;
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string name = "View Projection Matrix";
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>;
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// Provided by Stream Effects
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uniform float4 Time<
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bool visible = false;
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string name = "Time Array";
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string description = "A float array of length 4, with the indexes being:\n[0] Time Visible in Seconds\n[1] Last Render Time\n[2] Current System Time (24h looping)\n[3] Random value between 0 and 1.";
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>;
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// Params
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uniform float PlasmaUVScale <
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bool visible = true;
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int order = 0;
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string name = "UV Scaling";
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string suffix = " %";
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string type = "slider";
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float minimum = 1.0;
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float maximum = 10000.0;
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float step = 0.01;
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float scale = 0.01;
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> = 100.0;
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uniform float PlasmaTwists <
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bool visible = true;
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int order = 1;
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string name = "Twists";
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string type = "slider";
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float minimum = 0.01;
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float maximum = 100.0;
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float step = 0.01;
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float scale = 3.1415926535897932384626433832795;
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> = 1.0;
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uniform float4 PlasmaLowColor <
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bool visible = true;
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int order = 2;
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string name = "Color 1";
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string type = "slider";
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float minimum = -1000.0;
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float maximum = 1000.0;
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float step = 0.01;
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float scale = 0.01;
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> = {100.0, 0.0, 0.0, 100.0};
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uniform float4 PlasmaMiddleColor <
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bool visible = true;
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int order = 3;
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string name = "Color 2";
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string type = "slider";
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float minimum = -1000.0;
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float maximum = 1000.0;
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float step = 0.01;
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float scale = 0.01;
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> = {0.0, 100.0, 0.0, 100.0};
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uniform float4 PlasmaHighColor <
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bool visible = true;
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int order = 4;
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string name = "Color 3";
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string type = "slider";
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float minimum = -1000.0;
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float maximum = 1000.0;
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float step = 0.01;
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float scale = 0.01;
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> = {0.0, 0.0, 100.0, 100.0};;
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struct StageData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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StageData VSDefault(StageData data) {
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data.pos = mul(float4(data.pos.xyz, 1.0), ViewProj);
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data.uv *= PlasmaUVScale;
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return data;
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}
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float Plasma1(float2 uv, float t) {
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return sin(uv.x * 10 + t);
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}
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float Plasma2(float2 uv, float t) {
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return sin(10 * (uv.x*sin(t/2)+uv.y*cos(t/3))+t);
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}
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float Plasma3(float2 uv, float t) {
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float cx = uv.x + .5*sin(t/5);
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float cy = uv.y + .5*cos(t/3);
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return sin(sqrt(100*(cx*cx+cy*cy)+1)+t);
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}
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float4 BasicPlasma(StageData data) : TARGET {
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return float4(Plasma1(data.uv, Time[0]), Plasma2(data.uv, Time[0]), Plasma3(data.uv, Time[0]), 1.0);
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}
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technique Basic
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{
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pass
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{
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vertex_shader = VSDefault(data);
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pixel_shader = BasicPlasma(data);
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}
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}
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float4 Plasma(StageData data) : TARGET {
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float a = Plasma1(data.uv, Time[0]);
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float b = Plasma2(data.uv, Time[0]);
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float c = Plasma3(data.uv, Time[0]);
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float v = abs(sin((a + b + c) * (PlasmaTwists / 100.0)));
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return float4(v,v,v, 1.0);
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(data);
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pixel_shader = Plasma(data);
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}
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}
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float4 ColoredPlasma(StageData data) : TARGET {
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float a = Plasma1(data.uv, Time[0]);
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float b = Plasma2(data.uv, Time[0]);
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float c = Plasma3(data.uv, Time[0]);
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float v = abs(sin((a + b + c) * (PlasmaTwists / 100.0)));
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float v1 = clamp(v * 2.0, 0., 1.);
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float v2 = clamp((v - 0.5) * 2.0, 0., 1.);
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float3 col = lerp(lerp(PlasmaLowColor, PlasmaMiddleColor, v1), PlasmaHighColor, v2);
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return float4(col, 1.0);
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}
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technique Colored
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{
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pass
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{
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vertex_shader = VSDefault(data);
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pixel_shader = ColoredPlasma(data);
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}
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}
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