obs-StreamFX/data/effects/box-blur.effect
Michael Fabian 'Xaymar' Dirks d56f4f9eac filter-blur: Add proper mask options
* Removes the old 'Region' fields and places them under a 'Mask' option that can do much more.
* Supported Mask types: Region, Image, Source.
* Image and Source mask types allow for a color filter and multiplier.
2018-09-30 22:48:47 +02:00

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// Parameters
/// OBS
uniform float4x4 ViewProj;
/// Blur
uniform texture2d u_image;
uniform float2 u_imageSize;
uniform float2 u_imageTexel;
uniform int u_radius;
uniform int u_diameter;
uniform float2 u_texelDelta;
// Data
sampler_state pointSampler {
Filter = Point;
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_in)
{
VertDataOut vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
// Box Blur
float4 BlurFunc(float2 uv, float4 rgba) {
float4 final = rgba;
for (int k = 1; k <= u_radius; k++) {
final += u_image.SampleLevel(pointSampler, uv + (u_texelDelta * k), 0);
final += u_image.SampleLevel(pointSampler, uv - (u_texelDelta * k), 0);
}
return final / u_diameter;
}
float4 PSBox(VertDataOut v_in) : TARGET {
float4 rgba = u_image.SampleLevel(pointSampler, v_in.uv, 0);
return BlurFunc(v_in.uv, rgba);
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSBox(v_in);
}
}