mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-14 07:45:06 +00:00
7e1c2ca80d
Fixes #510
145 lines
3.9 KiB
Text
145 lines
3.9 KiB
Text
#include "shared.effect"
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Uniforms
|
|
//------------------------------------------------------------------------------
|
|
|
|
// Texture to which the effect is applied to.
|
|
uniform texture2d image;
|
|
|
|
// Lift: (rgb + lift.rgb) + lift.a
|
|
uniform float4 pLift;
|
|
|
|
// Gamma: pow(pow(rgb, gamma.rgb), gamma.a)
|
|
uniform float4 pGamma;
|
|
|
|
// Gain: mul(rgb, gain.rgb) * gain.a
|
|
uniform float4 pGain;
|
|
|
|
// Offset: (rgb + offset.rgb) + offset.a
|
|
uniform float4 pOffset;
|
|
|
|
// Tinting
|
|
uniform int pTintDetection; // 0 = HSV, 1 = HSL, 2 = YUV HD SDR
|
|
uniform int pTintMode; // 0 = Linear, 1 = Exp, 2 = Exp2, 3 = Log, 4 = Log10
|
|
uniform float pTintExponent;
|
|
uniform float3 pTintLow;
|
|
uniform float3 pTintMid;
|
|
uniform float3 pTintHig;
|
|
|
|
// Color Correction
|
|
uniform float4 pCorrection;
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Defines
|
|
//------------------------------------------------------------------------------
|
|
#define TINT_DETECTION_HSV 0
|
|
#define TINT_DETECTION_HSL 1
|
|
#define TINT_DETECTION_YUV_SDR 2
|
|
|
|
#define TINT_MODE_LINEAR 0
|
|
#define TINT_MODE_EXP 1
|
|
#define TINT_MODE_EXP2 2
|
|
#define TINT_MODE_LOG 3
|
|
#define TINT_MODE_LOG10 4
|
|
|
|
#define C_e 2,7182818284590452353602874713527
|
|
#define C_log2_e 1.4426950408889634073599246810019 // Windows calculator: log(e(1)) / log(2)
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Functionality
|
|
//------------------------------------------------------------------------------
|
|
|
|
float3 grade_lift(float3 v) {
|
|
float3 multiplier1 = float3(1., 1., 1.) - pLift.rgb;
|
|
float3 multiplier2 = float3(1., 1., 1.) - pLift.aaa;
|
|
return float3(1., 1., 1.) - ((float3(1., 1., 1.) - v) * multiplier1 * multiplier2);
|
|
};
|
|
|
|
float3 grade_gamma(float3 v) {
|
|
return pow(abs(v), pGamma.rgb * pGamma.a) * sign(v);
|
|
};
|
|
|
|
float3 grade_gain(float3 v) {
|
|
return (v.rgb * pGain.rgb) * pGain.a;
|
|
};
|
|
|
|
float3 grade_offset(float3 v) {
|
|
return (v.rgb + pOffset.rgb) + pOffset.a;
|
|
};
|
|
|
|
float3 grade_tint(float3 v) {
|
|
float value = 0.;
|
|
if (pTintDetection == TINT_DETECTION_HSV) { // HSV
|
|
value = RGBtoHSV(v).z;
|
|
} else if (pTintDetection == TINT_DETECTION_HSL) { // HSL
|
|
value = RGBtoHSL(v).z;
|
|
} else if (pTintDetection == TINT_DETECTION_YUV_SDR) { // YUV HD SDR
|
|
const float3x3 mYUV709n = float3x3( // Normalized
|
|
0.2126, 0.7152, 0.0722,
|
|
-0.1145721060573399, -0.3854278939426601, 0.5,
|
|
0.5, -0.4541529083058166, -0.0458470916941834
|
|
);
|
|
value = RGBtoYUV(v, mYUV709n).r;
|
|
}
|
|
|
|
if (pTintMode == TINT_MODE_LINEAR) { // Linear
|
|
} else if (pTintMode == TINT_MODE_EXP) { // Exp
|
|
value = 1.0 - exp2(value * pTintExponent * -C_log2_e);
|
|
} else if (pTintMode == TINT_MODE_EXP2) { // Exp2
|
|
value = 1.0 - exp2(value * value * pTintExponent * pTintExponent * -C_log2_e);
|
|
} else if (pTintMode == TINT_MODE_LOG) { // Log
|
|
value = (log2(value) + 2.) / 2.333333;
|
|
} else if (pTintMode == TINT_MODE_LOG10) { // Log10
|
|
value = (m_log10(value) + 1.) / 2.;
|
|
}
|
|
|
|
float3 tint = float3(0,0,0);
|
|
if (value > 0.5) {
|
|
tint = lerp(pTintMid, pTintHig, value * 2.0 - 1.0);
|
|
} else {
|
|
tint = lerp(pTintLow, pTintMid, value * 2.0);
|
|
}
|
|
v.rgb *= tint;
|
|
return v;
|
|
};
|
|
|
|
float3 grade_colorcorrection(float3 v) {
|
|
float3 v1 = RGBtoHSV(v);
|
|
v1.r += pCorrection.r; // Hue Shift
|
|
v1.g *= pCorrection.g; // Saturation Multiplier
|
|
v1.b *= pCorrection.b; // Lightness Multiplier
|
|
float3 v2 = HSVtoRGB(v1);
|
|
return v2;
|
|
};
|
|
|
|
float3 grade_contrast(float3 v) {
|
|
v -= .5;
|
|
v *= pCorrection.a;
|
|
v += .5;
|
|
return v;
|
|
}
|
|
|
|
float4 PSDraw(VertexData vtx) : TARGET {
|
|
float4 vo = image.Sample(PointClampSampler, vtx.uv);
|
|
float3 v = vo.rgb;
|
|
|
|
v = grade_lift(v);
|
|
v = grade_gamma(v);
|
|
v = grade_gain(v);
|
|
v = grade_offset(v);
|
|
v = grade_tint(v);
|
|
v = grade_colorcorrection(v);
|
|
v = grade_contrast(v);
|
|
|
|
return float4(v, vo.a);
|
|
};
|
|
|
|
technique Draw
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = DefaultVertexShader(vtx);
|
|
pixel_shader = PSDraw(vtx);
|
|
};
|
|
};
|