mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-12-28 02:21:25 +00:00
5a3954ae0e
Fixes several files incorrectly stated a different license from the actual project, as well as the copyright headers included in all files. This change has no effect on the licensing terms, it should clear up a bit of confusion by contributors. Plus the files get a bit smaller, and we have less duplicated information across the entire project. Overall the project is GPLv2 if not built with Qt, and GPLv3 if it is built with Qt. There are no parts licensed under a different license, all have been adapted from other compatible licenses into GPLv2 or GPLv3.
74 lines
1.8 KiB
Text
74 lines
1.8 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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#include "shared.effect"
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uniform texture2d InputA<
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bool automatic = true;
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>;
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uniform texture2d InputB<
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bool automatic = true;
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>;
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uniform float Threshold<
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string name = "Threshold";
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string suffix = " %";
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float minimum = 0.;
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float maximum = 100.;
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float step = .01;
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float scale = .01;
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> = 10.;
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uniform float ThresholdRange<
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string name = "Threshold Range";
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string suffix = " %";
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float minimum = 0.;
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float maximum = 100.;
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float step = .01;
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float scale = .01;
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> = 10.;
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//------------------------------------------------------------------------------
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// Technique: Draw
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//------------------------------------------------------------------------------
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// Parameters:
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// - InputA: RGBA Texture
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// - InputB: XXXA Texture
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float4 PSDrawAlpha(VertexData vtx) : TARGET {
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return InputA.Sample(BlankSampler, vtx.uv);
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};
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technique DrawAlpha
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{
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = PSDrawAlpha(vtx);
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};
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};
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//------------------------------------------------------------------------------
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// Technique: Draw
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//------------------------------------------------------------------------------
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// Parameters:
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// - InputA: RGBX Texture
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// - InputB: XXXA Texture
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// - Threshold: Alha threshold to be "visible".
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float4 PSDrawAlphaThreshold(VertexData vtx) : TARGET {
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float4 rgba = InputA.Sample(BlankSampler, vtx.uv);
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float4 xxxa = InputB.Sample(BlankSampler, vtx.uv);
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rgba.a = smoothstep(Threshold - ThresholdRange * .5, Threshold + ThresholdRange * .5, xxxa.a);
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return rgba;
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};
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technique DrawAlphaThreshold
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{
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = PSDrawAlphaThreshold(vtx);
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};
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};
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