obs-StreamFX/data/effects/blur/gaussian.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

134 lines
4.2 KiB
Text

// AUTOGENERATED COPYRIGHT HEADER START
// Copyright (C) 2019-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
// AUTOGENERATED COPYRIGHT HEADER END
#include "common.effect"
//------------------------------------------------------------------------------
// Uniforms
//------------------------------------------------------------------------------
// This shader requires that pSize is the number of samples, not the size of the
// kernel. That way oversampling can be performed, which is much more accurate than
//------------------------------------------------------------------------------
// Defines
//------------------------------------------------------------------------------
#define MAX_SAMPLES 128u
//------------------------------------------------------------------------------
// Technique: Directional / Area
//------------------------------------------------------------------------------
float4 PSBlur1D(VertexInformation vtx) : TARGET {
float2 uvstep = pImageTexel * pStepScale;
float weights = 0;
// Move to texel center.
vtx.uv.xy += pImageTexel.xy / 2.;
// Calculate the actual Gaussian Blur
// 1. Sample the center immediately.
float kernel = kernelAt(0u);
weights += kernel;
float4 final = pImage.Sample(LinearClampSampler, vtx.uv) * kernel;
// 2. Then sample both + and - coordinates in one go to reduce code iterations.
for (uint step = 1u; (step < uint(pSize)) && (step < MAX_SAMPLES); step++) {
float2 offset = uvstep * float2(step, step);
kernel = kernelAt(step);
weights += kernel * 2.;
final += pImage.Sample(LinearClampSampler, vtx.uv + offset) * kernel;
final += pImage.Sample(LinearClampSampler, vtx.uv - offset) * kernel;
}
// 3. Ensure we always have a total of 1.0, even if the kernel is bad.
final /= weights;
return final;
}
technique Draw {
pass {
vertex_shader = VSDefault(vtx);
pixel_shader = PSBlur1D(vtx);
}
}
//------------------------------------------------------------------------------
// Technique: Rotate
//------------------------------------------------------------------------------
float4 PSRotate(VertexInformation vtx) : TARGET {
float angstep = pAngle * pStepScale.x;
float weights = 0.;
// Move to texel center.
vtx.uv.xy += pImageTexel.xy / 2.;
// Calculate the actual Gaussian Blur
// 1. Sample the center immediately.
float kernel = kernelAt(0u);
weights += kernel;
float4 final = pImage.Sample(LinearClampSampler, vtx.uv) * kernel;
// 2. Then sample both + and - coordinates in one go to reduce code iterations.
for (uint step = 1u; (step < uint(pSize)) && (step < MAX_SAMPLES); step++) {
float offset = angstep * step;
kernel = kernelAt(step);
weights += kernel * 2.;
final += pImage.Sample(LinearClampSampler, rotateAround(vtx.uv, pCenter, offset)) * kernel;
final += pImage.Sample(LinearClampSampler, rotateAround(vtx.uv, pCenter, -offset)) * kernel;
}
// 3. Ensure we always have a total of 1.0, even if the kernel is bad.
final /= weights;
return final;
}
technique Rotate {
pass {
vertex_shader = VSDefault(vtx);
pixel_shader = PSRotate(vtx);
}
}
//------------------------------------------------------------------------------
// Technique: Zoom
//------------------------------------------------------------------------------
float4 PSZoom(VertexInformation vtx) : TARGET {
float2 dir = normalize(vtx.uv - pCenter) * pStepScale * pImageTexel;
float dist = distance(vtx.uv, pCenter);
float weights = 0.;
// Move to texel center.
vtx.uv.xy += pImageTexel.xy / 2.;
// Calculate the actual Gaussian Blur
// 1. Sample the center immediately.
float kernel = kernelAt(0u);
weights += kernel;
float4 final = pImage.Sample(LinearClampSampler, vtx.uv) * kernel;
// 2. Then sample both + and - coordinates in one go to reduce code iterations.
for (uint step = 1u; (step < uint(pSize)) && (step < MAX_SAMPLES); step++) {
float2 offset = dir * step * dist;
kernel = kernelAt(step);
weights += kernel * 2.;
final += pImage.Sample(LinearClampSampler, vtx.uv + offset) * kernel;
final += pImage.Sample(LinearClampSampler, vtx.uv - offset) * kernel;
}
// 3. Ensure we always have a total of 1.0, even if the kernel is bad.
final /= weights;
return final;
}
technique Zoom {
pass {
vertex_shader = VSDefault(vtx);
pixel_shader = PSZoom(vtx);
}
}