obs-StreamFX/data/displacement.effect
Michael Fabian Dirks e3d217712f Initial data
2017-06-28 23:55:30 +02:00

58 lines
1.3 KiB
Text

uniform float4x4 ViewProj;
uniform texture2d image;
uniform texture2d displacementMap;
uniform float2 texelScale;
uniform float2 displacementScale;
sampler_state textureSampler {
Filter = Trilinear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler_state dispTextureSampler {
Filter = Trilinear;
AddressU = Clamp;
AddressV = Clamp;
};
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 PSDisplace(VertDataOut v_in) : TARGET
{
float2 disp = displacementMap.Sample(dispTextureSampler, v_in.uv).rg - float2(0.5, 0.5);
// Handle 0..255 correctly (127, 128 are center)
float2 signdisp = disp * float2(281474976710656.0, 281474976710656.0);
float2 signs = float2(clamp(disp.r, -1.0, 1.0), clamp(disp.g, -1.0, 1.0));
disp = (floor(abs(disp * 127.0)) / 127.0) * signs;
float2 uv = v_in.uv + (disp * texelScale * displacementScale);
float4 rgba = image.Sample(textureSampler, uv);
return rgba;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDisplace(v_in);
}
}