mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-12-18 14:30:12 +00:00
153 lines
3.8 KiB
Text
153 lines
3.8 KiB
Text
// Parameters
|
|
/// OBS
|
|
uniform float4x4 ViewProj;
|
|
/// Input
|
|
uniform texture2d image_blur;
|
|
uniform texture2d image_orig;
|
|
/// Mask
|
|
uniform float mask_region_left;
|
|
uniform float mask_region_top;
|
|
uniform float mask_region_right;
|
|
uniform float mask_region_bottom;
|
|
uniform float mask_region_feather;
|
|
uniform float mask_region_feather_shift;
|
|
uniform texture2d mask_image;
|
|
uniform float4 mask_color;
|
|
uniform float mask_multiplier;
|
|
|
|
// Data
|
|
sampler_state pointSampler {
|
|
Filter = Point;
|
|
AddressU = Clamp;
|
|
AddressV = Clamp;
|
|
MinLOD = 0;
|
|
MaxLOD = 0;
|
|
};
|
|
|
|
sampler_state linearSampler {
|
|
Filter = Linear;
|
|
AddressU = Clamp;
|
|
AddressV = Clamp;
|
|
MinLOD = 0;
|
|
MaxLOD = 0;
|
|
};
|
|
|
|
struct VertDataIn {
|
|
float4 pos : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct VertDataOut {
|
|
float4 pos : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
VertDataOut VSDefault(VertDataIn v_out)
|
|
{
|
|
VertDataOut vert_out;
|
|
vert_out.pos = mul(float4(v_out.pos.xyz, 1.0), ViewProj);
|
|
vert_out.uv = v_out.uv;
|
|
return vert_out;
|
|
}
|
|
|
|
float Region(float2 uv) {
|
|
if ((uv.x < mask_region_left)
|
|
|| (uv.x > mask_region_right)
|
|
|| (uv.y < mask_region_top)
|
|
|| (uv.y > mask_region_bottom)) {
|
|
return 0.0;
|
|
}
|
|
return 1.0;
|
|
}
|
|
|
|
float RegionFeathered(float2 uv) {
|
|
float halfFeather = (mask_region_feather / 2.0);
|
|
float feather = max(mask_region_feather, 0.00000001);
|
|
float leftFeather = clamp(((uv.x - mask_region_left + halfFeather) / feather) + mask_region_feather_shift, 0.0, 1.0);
|
|
float rightFeather = clamp(((-(uv.x - mask_region_right) + halfFeather) / feather) + mask_region_feather_shift, 0.0, 1.0);
|
|
float topFeather = clamp(((uv.y - mask_region_top + halfFeather) / feather) + mask_region_feather_shift, 0.0, 1.0);
|
|
float bottomFeather = clamp(((-(uv.y - mask_region_bottom) + halfFeather) / feather) + mask_region_feather_shift, 0.0, 1.0);
|
|
float finalFeather = min(min(leftFeather, rightFeather), min(topFeather, bottomFeather));
|
|
return clamp(finalFeather, 0.0, 1.0);
|
|
}
|
|
|
|
float4 PSRegion(VertDataOut v_out) : TARGET {
|
|
float alpha = Region(v_out.uv);
|
|
float4 orig = image_orig.Sample(pointSampler, v_out.uv);
|
|
float4 blur = image_blur.Sample(pointSampler, v_out.uv);
|
|
return lerp(orig, blur, alpha);
|
|
}
|
|
|
|
float4 PSRegionInverted(VertDataOut v_out) : TARGET {
|
|
float alpha = 1.0 - Region(v_out.uv);
|
|
float4 orig = image_orig.Sample(pointSampler, v_out.uv);
|
|
float4 blur = image_blur.Sample(pointSampler, v_out.uv);
|
|
return lerp(orig, blur, alpha);
|
|
}
|
|
|
|
float4 PSRegionFeather(VertDataOut v_out) : TARGET {
|
|
float alpha = RegionFeathered(v_out.uv);
|
|
float4 orig = image_orig.Sample(pointSampler, v_out.uv);
|
|
float4 blur = image_blur.Sample(pointSampler, v_out.uv);
|
|
return lerp(orig, blur, alpha);
|
|
}
|
|
|
|
float4 PSRegionFeatherInverted(VertDataOut v_out) : TARGET {
|
|
float alpha = 1.0 - RegionFeathered(v_out.uv);
|
|
float4 orig = image_orig.Sample(pointSampler, v_out.uv);
|
|
float4 blur = image_blur.Sample(pointSampler, v_out.uv);
|
|
return lerp(orig, blur, alpha);
|
|
}
|
|
|
|
float4 PSImage(VertDataOut v_out) : TARGET {
|
|
float4 mask = mask_image.Sample(linearSampler, v_out.uv) * mask_color * mask_multiplier;
|
|
float alpha = clamp(mask.r + mask.g + mask.b + mask.a, 0.0, 1.0);
|
|
float4 orig = image_orig.Sample(pointSampler, v_out.uv);
|
|
float4 blur = image_blur.Sample(pointSampler, v_out.uv);
|
|
return lerp(orig, blur, alpha);
|
|
}
|
|
|
|
technique Region
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v_out);
|
|
pixel_shader = PSRegion(v_out);
|
|
}
|
|
}
|
|
|
|
technique RegionInverted
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v_out);
|
|
pixel_shader = PSRegionInverted(v_out);
|
|
}
|
|
}
|
|
|
|
technique RegionFeather
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v_out);
|
|
pixel_shader = PSRegionFeather(v_out);
|
|
}
|
|
}
|
|
|
|
technique RegionFeatherInverted
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v_out);
|
|
pixel_shader = PSRegionFeatherInverted(v_out);
|
|
}
|
|
}
|
|
|
|
technique Image
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v_out);
|
|
pixel_shader = PSImage(v_out);
|
|
}
|
|
}
|