obs-StreamFX/data/examples/shaders/source/example.effect
2019-11-18 03:03:11 +01:00

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