mirror of
https://github.com/Xaymar/obs-StreamFX
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cfcf975794
error: Error compiling shader: 0(142) : error C1101: ambiguous overloaded function reference "log(int)" (0) : lowp float log(lowp float) (0) : mediump float log(mediump float) (0) : float log(float) error: device_pixelshader_create (GL) failed error: Pass (0) <> missing pixel shader! error: [StreamFX] <filter::color_grade> Error loading '/usr/local/share/obs/obs-plugins/StreamFX/effects/color-grade.effect': Unknown error during effect compile. error: [StreamFX] Unexpected exception in function '_create': Unknown error during effect compile.. error: Failed to create source 'Color Grading'!
82 lines
2.4 KiB
Text
82 lines
2.4 KiB
Text
// AUTOGENERATED COPYRIGHT HEADER START
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// Copyright (C) 2021-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
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// AUTOGENERATED COPYRIGHT HEADER END
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//------------------------------------------------------------------------------
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// HLSL/GLSL Support
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//------------------------------------------------------------------------------
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// OBS Studio does not correctly translate all HLSL functionality to GLSL.
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// log10(x) is HLSL-exclusive and not translated by OBS Shader Parser.
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#define m_log10(x) (log(x) / log(10.))
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//------------------------------------------------------------------------------
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// Uniforms
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//------------------------------------------------------------------------------
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// View Projection Matrix
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uniform float4x4 ViewProj;
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//------------------------------------------------------------------------------
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// Samplers
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//------------------------------------------------------------------------------
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sampler_state BlankSampler {
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};
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sampler_state PointRepeatSampler {
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Filter = Point;
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AddressU = Repeat;
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AddressV = Repeat;
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};
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sampler_state PointClampSampler {
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Filter = Point;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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sampler_state LinearRepeatSampler {
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Filter = Linear;
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AddressU = Repeat;
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AddressV = Repeat;
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};
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sampler_state LinearClampSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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//------------------------------------------------------------------------------
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// Structures
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//------------------------------------------------------------------------------
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struct VertexData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct VertexColorData {
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float4 pos : POSITION;
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float4 clr : COLOR;
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float2 uv : TEXCOORD0;
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};
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//------------------------------------------------------------------------------
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// Vertex Shaders
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//------------------------------------------------------------------------------
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VertexData DefaultVertexShader(VertexData 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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VertexColorData ColorVertexShader(VertexColorData 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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//------------------------------------------------------------------------------
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// Color Conversion
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//------------------------------------------------------------------------------
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#include "color_conversion_rgb_yuv.effect"
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#include "color_conversion_rgb_hsv.effect"
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#include "color_conversion_rgb_hsl.effect"
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