mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-12-18 06:20:14 +00:00
133 lines
3.5 KiB
Text
133 lines
3.5 KiB
Text
// -------------------------------------------------------------------------------- //
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// Parameters
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/// Provided by OBS Studio.
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uniform float4x4 ViewProj <
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bool visible = false;
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bool disabled = true;
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>;
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uniform texture2d pMaskInputA <
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string name = "Mask Input A";
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string description = "Input to mask.";
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>;
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uniform texture2d pMaskInputB <
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string name = "Mask Input B";
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string description = "Input to use as the mask.";
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>;
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uniform float4 pMaskBase <
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string name = "Channel Base";
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// float4 minimum = float4(-100.0, -100.0, -100.0, -100.0);
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// float4 maximum = float4(100.0, 100.0, 100.0, 100.0);
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// float4 default = float4(1, 1, 1, 1);
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>;
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uniform float4x4 pMaskMatrix <
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string name = "Channel Matrix";
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// float4 minimum = float4x4(
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// -100, -100, -100, -100,
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// -100, -100, -100, -100,
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// -100, -100, -100, -100,
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// -100, -100, -100, -100);
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// float4 maximum = float4x4(
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// 100, 100, 100, 100,
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// 100, 100, 100, 100,
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// 100, 100, 100, 100,
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// 100, 100, 100, 100);
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// float4 default = float4x4(
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// 1, 0, 0, 0,
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// 0, 1, 0, 0,
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// 0, 0, 1, 0,
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// 0, 0, 0, 1);
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>;
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/* pMaskMatrix Content:
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* [Red,Green,Blue,Alpha] (Red)
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* [Red,Green,Blue,Alpha] (Green)
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* [Red,Green,Blue,Alpha] (Blue)
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* [Red,Green,Blue,Alpha] (Alpha)
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*/
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uniform float4 pMaskMultiplier <
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string name = "Channel Multiplier";
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// float4 minimum = float4(-100, -100, -100, -100);
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// float4 maximum = float4(100, 100, 100, 100);
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// float4 default = float4(1, 1, 1, 1);
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>;
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// -------------------------------------------------------------------------------- //
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// -------------------------------------------------------------------------------- //
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// Samplers
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sampler_state maskSamplerA {
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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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sampler_state maskSamplerB {
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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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// -------------------------------------------------------------------------------- //
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// Default Vertex Shader
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struct VertDataIn {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct VertDataOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertDataOut VSDefault(VertDataIn v_in)
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{
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VertDataOut vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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// -------------------------------------------------------------------------------- //
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// -------------------------------------------------------------------------------- //
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// Channel Masking
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float4 PSChannelMask(VertDataOut v_in) : TARGET
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{
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// Sample both inputs at current UV.
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float4 imageA = pMaskInputA.Sample(maskSamplerA, v_in.uv);
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float4 imageB = pMaskInputB.Sample(maskSamplerB, v_in.uv);
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// Assign the base value as the mask.
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float4 mask = pMaskBase;
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// pMaskMatrix[0] contains all the "x Value from Red Input"
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mask += pMaskMatrix[0] * imageB.r;
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// pMaskMatrix[1] contains all the "x Value from Green Input"
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mask += pMaskMatrix[1] * imageB.g;
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// pMaskMatrix[2] contains all the "x Value from Blue Input"
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mask += pMaskMatrix[2] * imageB.b;
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// pMaskMatrix[3] contains all the "x Value from Alpha Input"
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mask += pMaskMatrix[3] * imageB.a;
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// Multiply the mask value by the per channel multiplier.
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mask *= pMaskMultiplier;
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// And finally multiply the input image with the mask.
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return imageA * mask;
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}
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technique Mask
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSChannelMask(v_in);
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}
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}
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// -------------------------------------------------------------------------------- //
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