mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-12-29 11:01:23 +00:00
5a3954ae0e
Fixes several files incorrectly stated a different license from the actual project, as well as the copyright headers included in all files. This change has no effect on the licensing terms, it should clear up a bit of confusion by contributors. Plus the files get a bit smaller, and we have less duplicated information across the entire project. Overall the project is GPLv2 if not built with Qt, and GPLv3 if it is built with Qt. There are no parts licensed under a different license, all have been adapted from other compatible licenses into GPLv2 or GPLv3.
136 lines
3.6 KiB
Text
136 lines
3.6 KiB
Text
// AUTOGENERATED COPYRIGHT HEADER START
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// Copyright (C) 2019-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
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// AUTOGENERATED COPYRIGHT HEADER END
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// -------------------------------------------------------------------------------- //
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// Parameters
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/// Provided by OBS Studio.
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uniform float4x4 ViewProj <
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bool visible = false;
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bool disabled = true;
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>;
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uniform texture2d pMaskInputA <
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string name = "Mask Input A";
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string description = "Input to mask.";
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>;
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uniform texture2d pMaskInputB <
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string name = "Mask Input B";
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string description = "Input to use as the mask.";
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>;
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uniform float4 pMaskBase <
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string name = "Channel Base";
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// float4 minimum = float4(-100.0, -100.0, -100.0, -100.0);
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// float4 maximum = float4(100.0, 100.0, 100.0, 100.0);
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// float4 default = float4(1, 1, 1, 1);
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>;
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uniform float4x4 pMaskMatrix <
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string name = "Channel Matrix";
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// float4 minimum = float4x4(
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// -100, -100, -100, -100,
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// -100, -100, -100, -100,
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// -100, -100, -100, -100,
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// -100, -100, -100, -100);
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// float4 maximum = float4x4(
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// 100, 100, 100, 100,
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// 100, 100, 100, 100,
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// 100, 100, 100, 100,
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// 100, 100, 100, 100);
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// float4 default = float4x4(
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// 1, 0, 0, 0,
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// 0, 1, 0, 0,
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// 0, 0, 1, 0,
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// 0, 0, 0, 1);
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>;
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/* pMaskMatrix Content:
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* [Red,Green,Blue,Alpha] (Red)
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* [Red,Green,Blue,Alpha] (Green)
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* [Red,Green,Blue,Alpha] (Blue)
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* [Red,Green,Blue,Alpha] (Alpha)
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*/
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uniform float4 pMaskMultiplier <
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string name = "Channel Multiplier";
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// float4 minimum = float4(-100, -100, -100, -100);
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// float4 maximum = float4(100, 100, 100, 100);
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// float4 default = float4(1, 1, 1, 1);
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>;
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// -------------------------------------------------------------------------------- //
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// -------------------------------------------------------------------------------- //
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// Samplers
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sampler_state maskSamplerA {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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sampler_state maskSamplerB {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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// -------------------------------------------------------------------------------- //
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// -------------------------------------------------------------------------------- //
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// Default Vertex Shader
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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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// -------------------------------------------------------------------------------- //
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// -------------------------------------------------------------------------------- //
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// Channel Masking
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float4 PSChannelMask(VertDataOut v_in) : TARGET
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{
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// Sample both inputs at current UV.
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float4 imageA = pMaskInputA.Sample(maskSamplerA, v_in.uv);
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float4 imageB = pMaskInputB.Sample(maskSamplerB, v_in.uv);
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// Assign the base value as the mask.
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float4 mask = pMaskBase;
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// pMaskMatrix[0] contains all the "x Value from Red Input"
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mask += pMaskMatrix[0] * imageB.r;
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// pMaskMatrix[1] contains all the "x Value from Green Input"
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mask += pMaskMatrix[1] * imageB.g;
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// pMaskMatrix[2] contains all the "x Value from Blue Input"
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mask += pMaskMatrix[2] * imageB.b;
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// pMaskMatrix[3] contains all the "x Value from Alpha Input"
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mask += pMaskMatrix[3] * imageB.a;
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// Multiply the mask value by the per channel multiplier.
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mask *= pMaskMultiplier;
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// And finally multiply the input image with the mask.
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return imageA * mask;
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}
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technique Mask
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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 = PSChannelMask(v_in);
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}
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}
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// -------------------------------------------------------------------------------- //
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