obs-StreamFX/data/examples/shaders/transition/luma-burn.effect
Michael Fabian 'Xaymar' Dirks a989709b6f examples: Fix some example shaders and add new ones
* Fixed 'Pixelator's color transition point being off-center and uncontrollable.
* Fixed 'Drunk' filter not working at all.
* Added an inverted mode to 'Luma Burn'.
* Added exponential Luma to 'Luma Burn'.
* Fixed odd color behavior in the 'Color Shift' transition by switching out HSL with HSV.
* Added a new 'Sliding Bars' transition shader, for an example of it see this clip: https://clips.twitch.tv/RacyEndearingHorseradishAMPTropPunch .
2020-04-17 11:13:36 +02:00

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// Always provided by OBS
uniform float4x4 ViewProj<
bool automatic = true;
string name = "View Projection Matrix";
>;
// Provided by Stream Effects
uniform float4 Time<
bool automatic = true;
string name = "Time Array";
string description = "A float4 value containing the total time, rendering time and the time since the last tick. The last value is a random number between 0 and 1.";
>;
uniform float4x4 Random<
bool automatic = true;
string name = "Random Array";
string description = "A float4x4 value containing random values between 0 and 1";
>;
uniform texture2d InputA<
bool automatic = true;
>;
uniform texture2d InputB<
bool automatic = true;
>;
uniform float TransitionTime<
bool automatic = true;
>;
uniform int2 TransitionSize<
bool automatic = true;
>;
uniform float Sharpness<
string field_type = "slider";
string suffix = " %";
float minimum = 8.0;
float maximum = 128.0;
float step = 0.01;
float scale = 1.0;
> = 10.0;
uniform bool LumaIsExponential<
string name = "Is Luminosity exponential?";
>;
uniform float LumaExponent<
string name = "Luminosity Exponent";
string field_type = "slider";
float minimum = 0.;
float maximum = 500.;
float step = .01;
float scale = .01;
> = 150.;
// ---------- Shader Code
sampler_state def_sampler {
AddressU = Clamp;
AddressV = Clamp;
Filter = Linear;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData v_in) {
VertData vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
float4 RGBtoYUV(float4 rgba, float3x3 yuv) {
return float4(
rgba.r * yuv._m00 + rgba.g * yuv._m01 + rgba.b * yuv._m02,
rgba.r * yuv._m10 + rgba.g * yuv._m11 + rgba.b * yuv._m12,
rgba.r * yuv._m20 + rgba.g * yuv._m21 + rgba.b * yuv._m22,
rgba.a
) + float4(0,0.5,0.5,0);
}
#define C_e 2,7182818284590452353602874713527
#define C_log2_e 1.4426950408889634073599246810019 // Windows calculator: log(e(1)) / log(2)
float4 PSDefault(VertData v_in) : TARGET {
const float3x3 mYUV709n = { // Normalized
0.2126, 0.7152, 0.0722,
-0.1145721060573399, -0.3854278939426601, 0.5,
0.5, -0.4541529083058166, -0.0458470916941834
};
float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
float4 sampleAYUV = RGBtoYUV(sampleA, mYUV709n);
float4 sampleBYUV = RGBtoYUV(sampleB, mYUV709n);
float sharpinv = 1.0 / Sharpness;
float luma = sampleAYUV.r;
if (LumaIsExponential) {
luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
}
float transition = sharpinv + luma * (1.0 - sharpinv);
transition -= TransitionTime;
transition *= Sharpness;
transition += 0.5;
transition = clamp(transition, 0., 1.);
return sampleB * (1.0 - transition) + sampleA * (transition);
//return transition;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDefault(v_in);
}
}
float4 PSInverse(VertData v_in) : TARGET {
const float3x3 mYUV709n = { // Normalized
0.2126, 0.7152, 0.0722,
-0.1145721060573399, -0.3854278939426601, 0.5,
0.5, -0.4541529083058166, -0.0458470916941834
};
float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
float4 sampleAYUV = RGBtoYUV(sampleA, mYUV709n);
float4 sampleBYUV = RGBtoYUV(sampleB, mYUV709n);
float sharpinv = 1.0 / Sharpness;
float luma = (1.0 - sampleAYUV.r);
if (LumaIsExponential) {
luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
}
float transition = sharpinv + luma * (1.0 - sharpinv);
transition -= TransitionTime;
transition *= Sharpness;
transition += 0.5;
transition = clamp(transition, 0., 1.);
return sampleB * (1.0 - transition) + sampleA * (transition);
//return transition;
}
technique DrawInverse
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSInverse(v_in);
}
}