mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-15 08:15:06 +00:00
98ea37b2e2
Converts 'https://www.shadertoy.com/view/3tlXWS' into a usable StreamFX Shader.
146 lines
3.3 KiB
Text
146 lines
3.3 KiB
Text
// https://www.shadertoy.com/view/3tlXWS
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// Always provided by OBS
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uniform float4x4 ViewProj<
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bool automatic = true;
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>;
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// Provided by Stream Effects
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uniform float4 Time<
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bool automatic = true;
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>;
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uniform float4 ViewSize<
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bool automatic = true;
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>;
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// ---------- Shader Code
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// HLSL conformity
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#define vec2 float2
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#define vec3 float3
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#define vec4 float4
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#define FALLOFF_START 1.0
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#define DECAY_START 0.1
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#define DECAY 1.0
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#define GRIDW 0.02
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#define GRID_R 0.672443156957688
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#define GRID_G 0.0103298230296269
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#define GRID_B 0.246201326707835
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#define FALLOFF_GRID 0.75
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//#define GRID_R 0.0544802764424424
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//#define GRID_G 0.0
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//#define GRID_B 0.0761853814813079
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float sRGB(float x) {
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if (x <= 0.00031308)
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return 12.92 * x;
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else
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return 1.055*pow(x,(1.0 / 2.4) ) - 0.055;
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}
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float saw(float t) {
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return t - floor(t);
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}
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float tri(float t) {
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return 2.0 * abs(t - floor(t + 0.5));
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}
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float grid(vec2 pix, float t) {
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float d = t + (pix.y / 30.0) + sin(pix.x * 500.0);
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float distortion = (sin(d * 400.0) + (sin(d * 600.0) / 2.0) + (sin(d * 800.0) / 3.0)) / 4.0;
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//float w = max(0.0, tri((pix.x + distortion) / 8.0) - (1.0 - GRIDW)) / GRIDW;
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//float h = max(0.0, tri((pix.y + distortion) / 8.0) - (1.0 - GRIDW)) / GRIDW;
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float w = tri((pix.x + distortion) / 50.0);
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float h = tri((pix.y + distortion) / 50.0);
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float power = 1.0 + 0.25 * tri(pix.y / 50.0 + t / 6.0);
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float falloff = power * FALLOFF_GRID;
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float dist = min(w, h) * 25.0;
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//return min(power, max(w, h)
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return min(power, power * (falloff * falloff) / (dist * dist));
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//return w;
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}
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float electron_beam(vec2 pix, float t) {
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float iTime = Time.x;
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float beam_x = (cos(t * 1.0) * 250.0 + 1.0) / 2.0;
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float beam_y = (sin(t * 10.0 / 9.0) * 200.0 + 1.0) / 2.0;
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float dist = distance(pix, vec2(beam_x, beam_y));
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float power = 1.0 - (min(iTime - t, DECAY) / DECAY);
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float falloff = power * FALLOFF_START;
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return min(power, power * (falloff * falloff) / (dist * dist));
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}
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struct VertFragData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertFragData VSDefault(VertFragData vtx) {
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vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
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return vtx;
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}
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float4 PSDefault(VertFragData vtx) : TARGET {
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float iTime = Time.x;
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vec2 center = ViewSize.xy / 2.0;
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float scale = 512.0 / ViewSize.x;
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vec2 uv = (vtx.uv * ViewSize.xy - center) * scale;
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float beam = 0.0;
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float t = 0.0;
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for (int i = 0; i < 100; i++) {
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beam += electron_beam(uv, iTime - t);
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t += 0.01;
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}
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vec2 uv_r = uv - vec2(sin(iTime / 5.0 + uv.y / 100.0) * 2.0, sin(uv.x / 75.0 + iTime / 8.0));
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vec2 uv_g = uv;
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vec2 uv_b = uv + vec2(sin(iTime / 4.0 + uv.y / 100.0) * 2.0, cos(uv.x / 50.0 + iTime / 4.0));
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float grid_r = grid(uv_r, iTime) * GRID_R;
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float grid_g = grid(uv_g, iTime - 0.1) * GRID_G;
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float grid_b = grid(uv_b, iTime + 0.1) * GRID_B;
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vec3 grid_col = vec3(sRGB(grid_r), sRGB(grid_g), sRGB(grid_b));
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vec3 beam_col = vec3(sRGB(beam * 0.25), sRGB(beam), sRGB(beam));
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return vec4(grid_col + beam_col, 1.0);
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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(vtx);
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pixel_shader = PSDefault(vtx);
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}
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}
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