mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-24 12:25:11 +00:00
130 lines
4.1 KiB
Text
130 lines
4.1 KiB
Text
#include "common.effect"
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//------------------------------------------------------------------------------
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// Uniforms
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//------------------------------------------------------------------------------
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// This shader requires that pSize is the number of samples, not the size of the
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// kernel. That way oversampling can be performed, which is much more accurate than
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//------------------------------------------------------------------------------
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// Defines
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//------------------------------------------------------------------------------
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#define MAX_SAMPLES 128u
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//------------------------------------------------------------------------------
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// Technique: Directional / Area
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//------------------------------------------------------------------------------
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float4 PSBlur1D(VertexInformation vtx) : TARGET {
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float2 uvstep = pImageTexel * pStepScale;
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float weights = 0;
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// Move to texel center.
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vtx.uv.xy += pImageTexel.xy / 2.;
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// Calculate the actual Gaussian Blur
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// 1. Sample the center immediately.
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float kernel = kernelAt(0u);
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weights += kernel;
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float4 final = pImage.Sample(LinearClampSampler, vtx.uv) * kernel;
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// 2. Then sample both + and - coordinates in one go to reduce code iterations.
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for (uint step = 1u; (step < uint(pSize)) && (step < MAX_SAMPLES); step++) {
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float2 offset = uvstep * float2(step, step);
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kernel = kernelAt(step);
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weights += kernel * 2.;
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final += pImage.Sample(LinearClampSampler, vtx.uv + offset) * kernel;
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final += pImage.Sample(LinearClampSampler, vtx.uv - offset) * kernel;
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}
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// 3. Ensure we always have a total of 1.0, even if the kernel is bad.
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final /= weights;
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return final;
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}
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technique Draw {
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pass {
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSBlur1D(vtx);
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}
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}
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//------------------------------------------------------------------------------
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// Technique: Rotate
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//------------------------------------------------------------------------------
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float4 PSRotate(VertexInformation vtx) : TARGET {
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float angstep = pAngle * pStepScale.x;
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float weights = 0.;
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// Move to texel center.
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vtx.uv.xy += pImageTexel.xy / 2.;
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// Calculate the actual Gaussian Blur
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// 1. Sample the center immediately.
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float kernel = kernelAt(0u);
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weights += kernel;
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float4 final = pImage.Sample(LinearClampSampler, vtx.uv) * kernel;
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// 2. Then sample both + and - coordinates in one go to reduce code iterations.
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for (uint step = 1u; (step < uint(pSize)) && (step < MAX_SAMPLES); step++) {
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float offset = angstep * step;
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kernel = kernelAt(step);
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weights += kernel * 2.;
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final += pImage.Sample(LinearClampSampler, rotateAround(vtx.uv, pCenter, offset)) * kernel;
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final += pImage.Sample(LinearClampSampler, rotateAround(vtx.uv, pCenter, -offset)) * kernel;
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}
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// 3. Ensure we always have a total of 1.0, even if the kernel is bad.
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final /= weights;
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return final;
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}
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technique Rotate {
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pass {
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSRotate(vtx);
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}
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}
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//------------------------------------------------------------------------------
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// Technique: Zoom
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//------------------------------------------------------------------------------
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float4 PSZoom(VertexInformation vtx) : TARGET {
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float2 dir = normalize(vtx.uv - pCenter) * pStepScale * pImageTexel;
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float dist = distance(vtx.uv, pCenter);
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float weights = 0.;
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// Move to texel center.
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vtx.uv.xy += pImageTexel.xy / 2.;
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// Calculate the actual Gaussian Blur
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// 1. Sample the center immediately.
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float kernel = kernelAt(0u);
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weights += kernel;
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float4 final = pImage.Sample(LinearClampSampler, vtx.uv) * kernel;
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// 2. Then sample both + and - coordinates in one go to reduce code iterations.
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for (uint step = 1u; (step < uint(pSize)) && (step < MAX_SAMPLES); step++) {
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float2 offset = dir * step * dist;
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kernel = kernelAt(step);
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weights += kernel * 2.;
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final += pImage.Sample(LinearClampSampler, vtx.uv + offset) * kernel;
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final += pImage.Sample(LinearClampSampler, vtx.uv - offset) * kernel;
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}
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// 3. Ensure we always have a total of 1.0, even if the kernel is bad.
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final /= weights;
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return final;
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}
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technique Zoom {
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pass {
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSZoom(vtx);
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}
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}
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