mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-24 20:35:12 +00:00
d56f4f9eac
* Removes the old 'Region' fields and places them under a 'Mask' option that can do much more. * Supported Mask types: Region, Image, Source. * Image and Source mask types allow for a color filter and multiplier.
95 lines
2.2 KiB
Text
95 lines
2.2 KiB
Text
// OBS Default
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uniform float4x4 ViewProj;
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// Settings (Shared)
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uniform texture2d u_image;
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uniform float2 u_imageSize;
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uniform float2 u_imageTexel;
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uniform int u_radius;
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uniform int u_diameter;
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uniform float2 u_texelDelta;
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// Settings (Private)
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uniform float bilateralSmoothing;
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uniform float bilateralSharpness;
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sampler_state textureSampler {
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Filter = Point;
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AddressU = Clamp;
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AddressV = Clamp;
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MinLOD = 0;
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MaxLOD = 0;
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};
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struct VertDataIn {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct VertDataOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertDataOut VSDefault(VertDataIn v_in)
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{
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VertDataOut vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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// Bilateral Blur
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float Bilateral(float x, float sigma) {
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return 0.39894 * exp(-0.5 * (x*x) / (sigma*sigma)) / sigma;
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}
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float Bilateral3(float3 v, float sigma) {
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// First part is Bilateral function (1.0 / (o * sqrt(2.0 * pivalue))) with o = 1
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return 0.39894 * exp(-0.5 * dot(v,v) / (sigma*sigma)) / sigma;
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}
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float4 BlurFunc(float2 uv, float4 rgba) {
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float2 uvOffset = float2(0, 0);
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float Z = 0.0;
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float bZ = 1.0 / Bilateral(0.0, bilateralSharpness);
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float3 color = float3(0, 0, 0);
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for (int k = 1; k <= u_radius; k++) {
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uvOffset += u_texelDelta;
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// Bilateral Kernel
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float bKernel = Bilateral(abs(k), bilateralSmoothing);
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bKernel *= bKernel;
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float bZKernel = bZ * bKernel;
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// Sample Color
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float3 l_p = u_image.SampleLevel(textureSampler, uv + uvOffset, 0).rgb;
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float3 l_n = u_image.SampleLevel(textureSampler, uv - uvOffset, 0).rgb;
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// Bilateral Stuff
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float l_factor_p = Bilateral3(l_p - rgba.rgb, bilateralSharpness) * bZKernel;
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float l_factor_n = Bilateral3(l_n - rgba.rgb, bilateralSharpness) * bZKernel;
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Z = Z + l_factor_p + l_factor_n;
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// Store Color
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color += l_p * l_factor_p;
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color += l_n * l_factor_n;
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}
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return float4(color.rgb / Z, rgba.a);
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}
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float4 PSBilateral(VertDataOut v_in) : TARGET {
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float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
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return BlurFunc(v_in.uv, rgba);
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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(v_in);
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pixel_shader = PSBilateral(v_in);
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}
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}
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