mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-11 14:25:05 +00:00
130 lines
2.8 KiB
Text
130 lines
2.8 KiB
Text
// Always provided by OBS
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uniform float4x4 ViewProj<
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bool visible = false;
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string name = "View Projection Matrix";
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>;
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// Provided by Stream Effects
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uniform float4 Time<
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bool visible = false;
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string name = "Time Array";
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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.";
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>;
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uniform float4x4 Random<
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bool visible = false;
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string name = "Random Array";
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string description = "A float4x4 value containing random values between 0 and 1";
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>;
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// Shader Parameters
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uniform float4 p_my_val<
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bool visible = true;
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string name = "Color";
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float4 minimum = {0., 0., 0., 0.};
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float4 maximum = {1., 1., 1., 1.};
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float4 step = {.01, .01, .01, .01};
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> = {0., 0., 0., 1.};
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uniform float2 p_plasma1<
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bool visible = true;
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string name = "Plasma UV 1";
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string mode = "slider";
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float2 minimum = {0., 0.};
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float2 maximum = {1., 1.};
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float2 step = {.01, .01};
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> = {0.25, 0.25};
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uniform float2 p_plasma2<
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bool visible = true;
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string name = "Plasma UV 2";
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string mode = "slider";
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float2 minimum = {0., 0.};
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float2 maximum = {1., 1.};
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float2 step = {.01, .01};
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> = {0.75, 0.75};
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uniform float4 p_plasma_color<
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bool visible = true;
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string name = "Plasma Color";
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float4 minimum = {0., 0., 0., 0.};
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float4 maximum = {1., 1., 1., 1.};
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float4 step = {.01, .01, .01, .01};
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> = {1.0, 1.0, 1.0, 1.0};
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// ---------- Shader Code
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sampler_state def_sampler {
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AddressU = Wrap;
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AddressV = Wrap;
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Filter = Linear;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct FragData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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FragData VSDefault(VertData v_in) {
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FragData 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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// ---------- Random Color
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float4 PS_Random(FragData v_in) : TARGET {
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return float4(Random[0][0], Random[0][1], Random[0][2], 1.0);
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}
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technique Random
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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 = PS_Random(v_in);
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}
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}
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// ---------- Plasma Color
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float4 PS_Plasma(FragData v_in) : TARGET {
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float dst1 = distance(v_in.uv, p_plasma1);
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float dst2 = distance(v_in.uv, p_plasma2);
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float dst1s = dst1 * dst1;
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float dst2s = dst2 * dst2;
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float dst = min(dst1s, dst2s) * (50. + (1. + sin(Time.y * 5.0)) * 100.0);
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float4 t;
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t.a = 1.;
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t.r = p_plasma_color.r * ((1. + sin(dst)) * .5);
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t.g = p_plasma_color.g * ((1. + cos(dst)) * .5);
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t.b = p_plasma_color.b * ((1. + sin(dst)) * .5) * ((1. + cos(dst)) * .5);
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return t;
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}
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technique Plasma
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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 = PS_Plasma(v_in);
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}
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}
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// ---------- Fixed Color
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float4 PS_Fixed(FragData v_in) : TARGET {
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return p_my_val;
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}
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technique Draw
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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 = PS_Fixed(v_in);
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}
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}
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