obs-StreamFX/data/effects/transform.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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3.1 KiB
Text

// AUTOGENERATED COPYRIGHT HEADER START
// Copyright (C) 2021-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
// AUTOGENERATED COPYRIGHT HEADER END
#include "shared.effect"
uniform texture2d InputA<
bool automatic = true;
>;
uniform float2 CornerTL<
string name = "Corner: Top Left";
string field_type = "slider";
string suffix = " %";
float2 minimum = {-100., -100.};
float2 maximum = {-200., -200.};
float2 step = {.01, .01};
float2 scale = {.01, .01};
> = {0., 0.};
uniform float2 CornerTR<
string name = "Corner: Top Right";
string field_type = "slider";
string suffix = " %";
float2 minimum = {-100., -100.};
float2 maximum = {-200., -200.};
float2 step = {.01, .01};
float2 scale = {.01, .01};
> = {100., 0.};
uniform float2 CornerBL<
string name = "Corner: Bottom Left";
string field_type = "slider";
string suffix = " %";
float2 minimum = {-100., -100.};
float2 maximum = {-200., -200.};
float2 step = {.01, .01};
float2 scale = {.01, .01};
> = {0., 100.};
uniform float2 CornerBR<
string name = "Corner: Bottom Right";
string field_type = "slider";
string suffix = " %";
float2 minimum = {-100., -100.};
float2 maximum = {-200., -200.};
float2 step = {.01, .01};
float2 scale = {.01, .01};
> = {100., 100.};
//------------------------------------------------------------------------------
// Technique: Corner Pin
//------------------------------------------------------------------------------
//
// Credits:
// - Inigo Quilez: https://www.iquilezles.org/www/articles/ibilinear/ibilinear.htm
//
// Parameters:
// - InputA: RGBA Texture
// - CornerTL: Corner "A"
// - CornerTR: Corner "B"
// - CornerBL: Corner "D"
// - CornerBR: Corner "C"
float cross2d(in float2 a, in float2 b) {
return (a.x * b.y) - (a.y * b.x);
};
float2 inverse_bilinear(in float2 p, in float2 a, in float2 b, in float2 c, in float2 d) {
float2 result = float2(-1., -1.);
float2 e = b - a;
float2 f = d - a;
float2 g = a-b+c-d;
float2 h = p-a;
float k2 = cross2d(g, f);
float k1 = cross2d(e, f) + cross2d(h, g);
float k0 = cross2d(h, e);
if (abs(k2) < .001) { // Edges are likely parallel, so this is a linear equation.
result = float2(
(h.x * k1 + f.x * k0) / (e.x * k1 - g.x * k0),
-k0 / k1
);
} else { // It's a quadratic equation.
float w = k1 * k1 - 4.0 * k0 * k2;
if (w < 0.0) { // Prevent GPUs from going insane.
return result;
}
w = sqrt(w);
float ik2 = 0.5/k2;
float v = (-k1 - w) * ik2;
float u = (h.x - f.x * v) / (e.x + g.x * v);
if (u < 0.0 || u > 1.0 || v < 0.0 || v > 1.0) {
v = (-k1 + w) * ik2;
u = (h.x - f.x * v) / (e.x + g.x * v);
}
result = float2(u, v);
}
return result;
};
float4 PSCornerPin(VertexData vtx) : TARGET {
// Convert from screen coords to potential Quad UV coordinates.
float2 uv = inverse_bilinear((vtx.uv * 2.) - 1., CornerTL, CornerTR, CornerBR, CornerBL);
if (max(abs(uv.x - .5), abs(uv.y - .5)) >= .5) {
return float4(0, 0, 0, 0);
}
return InputA.Sample(BlankSampler, uv);
};
technique CornerPin
{
pass
{
vertex_shader = DefaultVertexShader(vtx);
pixel_shader = PSCornerPin(vtx);
};
};