mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-30 15:23:01 +00:00
133 lines
3.5 KiB
Text
133 lines
3.5 KiB
Text
// -------------------------------------------------------------------------------- //
|
|
// Parameters
|
|
/// Provided by OBS Studio.
|
|
uniform float4x4 ViewProj <
|
|
bool visible = false;
|
|
bool disabled = true;
|
|
>;
|
|
|
|
uniform texture2d pMaskInputA <
|
|
string name = "Mask Input A";
|
|
string description = "Input to mask.";
|
|
>;
|
|
uniform texture2d pMaskInputB <
|
|
string name = "Mask Input B";
|
|
string description = "Input to use as the mask.";
|
|
>;
|
|
|
|
uniform float4 pMaskBase <
|
|
string name = "Channel Base";
|
|
// float4 minimum = float4(-100.0, -100.0, -100.0, -100.0);
|
|
// float4 maximum = float4(100.0, 100.0, 100.0, 100.0);
|
|
// float4 default = float4(1, 1, 1, 1);
|
|
>;
|
|
uniform float4x4 pMaskMatrix <
|
|
string name = "Channel Matrix";
|
|
// float4 minimum = float4x4(
|
|
// -100, -100, -100, -100,
|
|
// -100, -100, -100, -100,
|
|
// -100, -100, -100, -100,
|
|
// -100, -100, -100, -100);
|
|
// float4 maximum = float4x4(
|
|
// 100, 100, 100, 100,
|
|
// 100, 100, 100, 100,
|
|
// 100, 100, 100, 100,
|
|
// 100, 100, 100, 100);
|
|
// float4 default = float4x4(
|
|
// 1, 0, 0, 0,
|
|
// 0, 1, 0, 0,
|
|
// 0, 0, 1, 0,
|
|
// 0, 0, 0, 1);
|
|
>;
|
|
/* pMaskMatrix Content:
|
|
* [Red,Green,Blue,Alpha] (Red)
|
|
* [Red,Green,Blue,Alpha] (Green)
|
|
* [Red,Green,Blue,Alpha] (Blue)
|
|
* [Red,Green,Blue,Alpha] (Alpha)
|
|
*/
|
|
|
|
uniform float4 pMaskMultiplier <
|
|
string name = "Channel Multiplier";
|
|
// float4 minimum = float4(-100, -100, -100, -100);
|
|
// float4 maximum = float4(100, 100, 100, 100);
|
|
// float4 default = float4(1, 1, 1, 1);
|
|
>;
|
|
// -------------------------------------------------------------------------------- //
|
|
|
|
// -------------------------------------------------------------------------------- //
|
|
// Samplers
|
|
sampler_state maskSamplerA {
|
|
Filter = Linear;
|
|
AddressU = Clamp;
|
|
AddressV = Clamp;
|
|
};
|
|
|
|
sampler_state maskSamplerB {
|
|
Filter = Linear;
|
|
AddressU = Clamp;
|
|
AddressV = Clamp;
|
|
};
|
|
// -------------------------------------------------------------------------------- //
|
|
|
|
// -------------------------------------------------------------------------------- //
|
|
// Default Vertex Shader
|
|
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;
|
|
}
|
|
// -------------------------------------------------------------------------------- //
|
|
|
|
// -------------------------------------------------------------------------------- //
|
|
// Channel Masking
|
|
|
|
|
|
float4 PSChannelMask(VertDataOut v_in) : TARGET
|
|
{
|
|
// Sample both inputs at current UV.
|
|
float4 imageA = pMaskInputA.Sample(maskSamplerA, v_in.uv);
|
|
float4 imageB = pMaskInputB.Sample(maskSamplerB, v_in.uv);
|
|
|
|
// Assign the base value as the mask.
|
|
float4 mask = pMaskBase;
|
|
|
|
// pMaskMatrix[0] contains all the "x Value from Red Input"
|
|
mask += pMaskMatrix[0] * imageB.r;
|
|
|
|
// pMaskMatrix[1] contains all the "x Value from Green Input"
|
|
mask += pMaskMatrix[1] * imageB.g;
|
|
|
|
// pMaskMatrix[2] contains all the "x Value from Blue Input"
|
|
mask += pMaskMatrix[2] * imageB.b;
|
|
|
|
// pMaskMatrix[3] contains all the "x Value from Alpha Input"
|
|
mask += pMaskMatrix[3] * imageB.a;
|
|
|
|
// Multiply the mask value by the per channel multiplier.
|
|
mask *= pMaskMultiplier;
|
|
|
|
// And finally multiply the input image with the mask.
|
|
return imageA * mask;
|
|
}
|
|
|
|
technique Mask
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v_in);
|
|
pixel_shader = PSChannelMask(v_in);
|
|
}
|
|
}
|
|
// -------------------------------------------------------------------------------- //
|