mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-14 07:45:06 +00:00
134 lines
3.6 KiB
Text
134 lines
3.6 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 registerkernel[25];
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uniform texture2d kernel;
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uniform float2 kernelTexel;
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sampler_state pointClampSampler {
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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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sampler_state bilinearClampSampler {
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Filter = Bilinear;
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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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// Gaussian Blur
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float Gaussian(float x, float o) {
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const float pivalue = 3.1415926535897932384626433832795;
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return (1.0 / (o * sqrt(2.0 * pivalue))) * exp((-(x * x)) / (2 * (o * o)));
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}
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float4 InternalGaussian(float2 p_uv, float2 p_uvStep, int p_radius,
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texture2d p_image, float2 p_imageTexel) {
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float l_gauss = Gaussian(0, p_size);
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float4 l_value = p_image.Sample(pointClampSampler, p_uv) * gauss;
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float2 l_uvoffset = float2(0, 0);
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for (int k = 1; k <= p_size; k++) {
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l_uvoffset += p_uvStep;
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float l_g = Gaussian(k, p_size);
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float4 l_p = p_image.Sample(pointClampSampler, p_uv + l_uvoffset) * l_g;
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float4 l_n = p_image.Sample(pointClampSampler, p_uv - l_uvoffset) * l_g;
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l_value += l_p + l_n;
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l_gauss += l_g;
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}
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l_value = l_value * (1.0 / l_gauss);
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return l_value;
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}
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float4 InternalGaussianPrecalculated(float2 p_uv, float2 p_uvStep, int p_radius,
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texture2d p_image, float2 p_imageTexel,
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texture2d p_kernel, float2 p_kernelTexel) {
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float4 l_value = p_image.Sample(pointClampSampler, p_uv)
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* kernel.Sample(pointClampSampler, float2(0, 0)).r;
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float2 l_uvoffset = float2(0, 0);
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for (int k = 1; k <= p_radius; k++) {
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l_uvoffset += p_uvStep;
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float l_g = p_kernel.Sample(pointClampSampler, p_kernelTexel * k).r;
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float4 l_p = p_image.Sample(pointClampSampler, p_uv + l_uvoffset) * l_g;
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float4 l_n = p_image.Sample(pointClampSampler, p_uv - l_uvoffset) * l_g;
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l_value += l_p + l_n;
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}
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return l_value;
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}
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/*float4 InternalGaussianPrecalculatedNVOptimized(float2 p_uv, int p_size,
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texture2d p_image, float2 p_imageTexel,
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texture2d p_kernel, float2 p_kernelTexel) {
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if (p_size % 2 == 0) {
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float4 l_value = p_image.Sample(pointClampSampler, p_uv)
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* kernel.Sample(pointClampSampler, float2(0, 0)).r;
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float2 l_uvoffset = p_texel;
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float2 l_koffset = p_kernelTexel;
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for (int k = 1; k <= p_size; k++) {
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float l_g = p_kernel.Sample(pointClampSampler, l_koffset).r;
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float4 l_p = p_image.Sample(pointClampSampler, p_uv + l_uvoffset) * l_g;
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float4 l_n = p_image.Sample(pointClampSampler, p_uv - l_uvoffset) * l_g;
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l_value += l_p + l_n;
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l_uvoffset += p_texel;
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l_koffset += p_kernelTexel;
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}
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return l_value;
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} else {
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return InternalGaussianPrecalculated(p_uv, p_image, p_texel, p_size, p_kernel, p_kerneltexel);)
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}
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}*/
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float4 PSGaussian(VertDataOut v_in) : TARGET {
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//return InternalGaussian(v_in.uv, u_texelDelta, u_image, u_imageTexel, u_radius);
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///*
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return InternalGaussianPrecalculated(
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v_in.uv, u_texelDelta, u_radius,
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u_image, u_imageTexel,
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kernel, kernelTexel);//*/
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/*
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return InternalGaussianPrecalculatedNVOptimize(
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v_in.uv, u_texelDelta, u_radius,
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u_image, u_imageTexel,
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kernel, kernelTexel);//*/
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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 = PSGaussian(v_in);
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}
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}
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