obs-StreamFX/data/effects/gaussian-blur.effect

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// OBS Default
uniform float4x4 ViewProj;
// Settings (Shared)
uniform texture2d u_image;
uniform float2 u_imageSize;
uniform float2 u_imageTexel;
uniform int u_radius;
uniform int u_diameter;
uniform float2 u_texelDelta;
// Settings (Private)
//uniform float registerkernel[25];
uniform texture2d kernel;
uniform float2 kernelTexel;
sampler_state textureSampler {
Filter = Point;
AddressU = Clamp;
AddressV = Clamp;
MinLOD = 0;
MaxLOD = 0;
};
struct VertDataIn {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct VertDataOut {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertDataOut VSDefault(VertDataIn v_in)
{
VertDataOut vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
float4 BlurFunc(float2 uv, float4 rgba) {
float2 uvOffset = float2(0, 0);
float4 final = rgba * kernel.SampleLevel(textureSampler, (float2(0, u_radius - 1) * kernelTexel), 0).r;
for (int k = 1; k <= u_radius; k++) {
uvOffset += u_texelDelta;
float l_g = kernel.SampleLevel(textureSampler, (float2(k, u_radius - 1) * kernelTexel), 0).r;
float4 l_p = u_image.SampleLevel(textureSampler, uv + uvOffset, 0);
float4 l_n = u_image.SampleLevel(textureSampler, uv - uvOffset, 0);
final += (l_p + l_n) * l_g;
}
return final;
}
float4 PSGaussian(VertDataOut v_in) : TARGET {
float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
return BlurFunc(v_in.uv, rgba);
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSGaussian(v_in);
}
}