mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-28 14:23:01 +00:00
721f2bdf8f
Allows controlling Lift, Gamma, Gain, Offset, Tint and various Correction factors directly from within OBS without having to create a new LUT.
120 lines
2.3 KiB
Text
120 lines
2.3 KiB
Text
// Parameters
|
|
uniform float4x4 ViewProj;
|
|
uniform texture2d image;
|
|
uniform float4 pLift;
|
|
uniform float4 pGamma;
|
|
uniform float4 pGain;
|
|
uniform float4 pOffset;
|
|
uniform float3 pTintLow;
|
|
uniform float3 pTintMid;
|
|
uniform float3 pTintHig;
|
|
uniform float4 pCorrection;
|
|
|
|
// Data
|
|
sampler_state def_sampler {
|
|
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)
|
|
{
|
|
VertDataOut ov;
|
|
ov.pos = mul(float4(v.pos.xyz, 1.0), ViewProj);
|
|
ov.uv = v.uv;
|
|
return ov;
|
|
}
|
|
|
|
float4 Lift(float4 v)
|
|
{
|
|
v.rgb = pLift.aaa + v.rgb;
|
|
v.rgb = pLift.rgb + v.rgb;
|
|
return v;
|
|
}
|
|
|
|
float4 Gamma(float4 v)
|
|
{
|
|
v.rgb = pow(pow(v.rgb, pGamma.rgb), pGamma.aaa);
|
|
return v;
|
|
}
|
|
|
|
float4 Gain(float4 v)
|
|
{
|
|
v.rgb *= pGain.rgb;
|
|
v.rgb *= pGain.a;
|
|
return v;
|
|
}
|
|
|
|
float4 Offset(float4 v)
|
|
{
|
|
v.rgb = pOffset.aaa + v.rgb;
|
|
v.rgb = pOffset.rgb + v.rgb;
|
|
return v;
|
|
}
|
|
|
|
float4 RGBtoHSV(float4 RGBA) {
|
|
const float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
|
const float e = 1.0e-10;
|
|
float4 p = lerp(float4(RGBA.bg, K.wz), float4(RGBA.gb, K.xy), step(RGBA.b, RGBA.g));
|
|
float4 q = lerp(float4(p.xyw, RGBA.r), float4(RGBA.r, p.yzx), step(p.x, RGBA.r));
|
|
float d = q.x - min(q.w, q.y);
|
|
return float4(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x, RGBA.a);
|
|
}
|
|
|
|
float4 HSVtoRGB(float4 HSVA) {
|
|
const float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
|
float4 v = float4(0,0,0,0);
|
|
v.rgb = HSVA.z * lerp(K.xxx, clamp(abs(frac(HSVA.xxx + K.xyz) * 6.0 - K.www) - K.xxx, 0.0, 1.0), HSVA.y);
|
|
v.a = HSVA.a;
|
|
return v;
|
|
}
|
|
|
|
float4 Tint(float4 v)
|
|
{
|
|
float4 v1 = RGBtoHSV(v);
|
|
float3 tint = float3(0,0,0);
|
|
if (v1.b > 0.5) {
|
|
tint = lerp(pTintMid, pTintHig, v1.b * 2.0 - 1.0);
|
|
} else {
|
|
tint = lerp(pTintLow, pTintMid, v1.b * 2.0);
|
|
}
|
|
v.rgb *= tint;
|
|
return v;
|
|
}
|
|
|
|
float4 Correction(float4 v)
|
|
{
|
|
float4 v1 = RGBtoHSV(v);
|
|
v1.r += pCorrection.r;
|
|
v1.g *= pCorrection.g;
|
|
v1.b *= pCorrection.b;
|
|
float4 v2 = HSVtoRGB(v1);
|
|
v2.rgb = ((v2.rgb - 0.5) * max(pCorrection.a, 0)) + 0.5;
|
|
return v2;
|
|
}
|
|
|
|
float4 PSColorGrade(VertDataOut v) : TARGET
|
|
{
|
|
return Correction(Tint(Offset(Gain(Gamma(Lift(image.Sample(def_sampler, v.uv)))))));
|
|
}
|
|
|
|
technique Draw
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v);
|
|
pixel_shader = PSColorGrade(v);
|
|
}
|
|
}
|