obs-StreamFX/data/effects/blur/box.effect
Michael Fabian 'Xaymar' Dirks 5a3954ae0e project: Fix License, License headers and Copyright information
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.
2023-04-05 18:59:08 +02:00

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// AUTOGENERATED COPYRIGHT HEADER START
// Copyright (C) 2019-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
// AUTOGENERATED COPYRIGHT HEADER END
#include "common.effect"
//------------------------------------------------------------------------------
// Defines
//------------------------------------------------------------------------------
#define MAX_BLUR_SIZE 128
//------------------------------------------------------------------------------
// Technique: Directional / Area
//------------------------------------------------------------------------------
float4 PSBlur1D(VertexInformation vtx) : TARGET {
float4 final = pImage.Sample(LinearClampSampler, vtx.uv);
// Loop unrolling is only possible with a fixed known maximum.
// Some compilers may unroll up to x iterations, but most will not.
for (int n = 1; n <= MAX_BLUR_SIZE; n++) {
float2 nstep = (pImageTexel * pStepScale) * n;
final += pImage.Sample(LinearClampSampler, vtx.uv + nstep);
final += pImage.Sample(LinearClampSampler, vtx.uv - nstep);
if (n >= pSize) {
break;
}
}
final *= pSizeInverseMul;
return final;
}
technique Draw {
pass {
vertex_shader = VSDefault(vtx);
pixel_shader = PSBlur1D(vtx);
}
}
//------------------------------------------------------------------------------
// Technique: Rotate
//------------------------------------------------------------------------------
float4 PSRotate(VertexInformation vtx) : TARGET {
float4 final = pImage.Sample(LinearClampSampler, vtx.uv);
float angstep = pAngle * pStepScale.x;
// Loop unrolling is only possible with a fixed known maximum.
// Some compilers may unroll up to x iterations, but most will not.
for (int n = 1; n <= MAX_BLUR_SIZE; n++) {
final += pImage.Sample(LinearClampSampler, rotateAround(vtx.uv, pCenter, angstep * n));
final += pImage.Sample(LinearClampSampler, rotateAround(vtx.uv, pCenter, angstep * -n));
if (n >= pSize) {
break;
}
}
final *= pSizeInverseMul;
return final;
}
technique Rotate {
pass {
vertex_shader = VSDefault(vtx);
pixel_shader = PSRotate(vtx);
}
}
//------------------------------------------------------------------------------
// Technique: Zoom
//------------------------------------------------------------------------------
float4 PSZoom(VertexInformation vtx) : TARGET {
float4 final = pImage.Sample(LinearClampSampler, vtx.uv);
// step is calculated from the direction relative to the center
float2 dir = normalize(vtx.uv - pCenter) * pStepScale * pImageTexel;
float dist = distance(vtx.uv, pCenter);
// Loop unrolling is only possible with a fixed known maximum.
// Some compilers may unroll up to x iterations, but most will not.
for (int n = 1; n <= MAX_BLUR_SIZE; n++) {
final += pImage.Sample(LinearClampSampler, vtx.uv + (dir * n) * dist);
final += pImage.Sample(LinearClampSampler, vtx.uv + (dir * -n) * dist);
if (n >= pSize) {
break;
}
}
final *= pSizeInverseMul;
return final;
}
technique Zoom {
pass {
vertex_shader = VSDefault(vtx);
pixel_shader = PSZoom(vtx);
}
}