mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-14 07:45:06 +00:00
9b4edc8fb0
This works around the incorrect shadow on the edge of the Signed Distance Field, but it does not get rid of it completely. Due to linear sampling it will still show at some point so a different solution has to be found in the future.
158 lines
4.2 KiB
Text
158 lines
4.2 KiB
Text
// -------------------------------------------------------------------------------- //
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// Defines
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#define MAX_DISTANCE 65536.0
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#define NEAR_INFINITE 18446744073709551616.0
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#define FLT_SMALL 0.001
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// -------------------------------------------------------------------------------- //
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// OBS Default
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uniform float4x4 ViewProj;
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// Inputs
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uniform texture2d _sdf;
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uniform texture2d _image;
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uniform float _inner_min;
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uniform float _inner_max;
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uniform float2 _inner_offset;
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uniform float4 _inner_color;
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uniform float _outer_min;
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uniform float _outer_max;
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uniform float2 _outer_offset;
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uniform float4 _outer_color;
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uniform float _threshold;
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sampler_state sdfSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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sampler_state sdfSampler1_1 {
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Filter = Linear;
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AddressU = Border;
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AddressV = Border;
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BorderColor = 000000FF;
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};
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sampler_state imageSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertDataIn {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct VertDataOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertDataOut VSDefault(VertDataIn v_in)
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{
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VertDataOut vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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float4 PS_SDFShadow_v1(VertDataOut v_in) : TARGET
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{
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float4 final = _image.Sample(imageSampler, v_in.uv);
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if (_inner_max > 0 && final.a >= _threshold) {
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float inner_dist = _sdf.Sample(sdfSampler, v_in.uv + _inner_offset).g;
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float range = (_inner_max - _inner_min);
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float str = clamp(inner_dist - _inner_min, 0, range) / range;
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final = lerp(_inner_color, final, str);
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}
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if (_outer_max > 0 && final.a < _threshold) {
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float outer_dist = _sdf.Sample(sdfSampler, v_in.uv + _outer_offset).r;
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float range = (_outer_max - _outer_min);
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float str = clamp(outer_dist - _outer_min, 0, range) / range;
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final = lerp(_outer_color, float4(_outer_color.r, _outer_color.g, _outer_color.b, 0.0), str);
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}
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return final;
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}
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float4 PS_SDFShadow_v1_1(VertDataOut v_in) : TARGET
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{
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// V1.1:
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// - No longer clipping off image using _threshold.
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// - Inverse Gradient supported (max < min)
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// - Negative Gradient support (min/max < 0)
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// Support for inverse Gradient (Outer Shadow): Maximum < Minimum
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//
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// Min=4.00, Max=0.00:
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// Expected: Max is fully visible, Min and higher is fully shadowed.
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// d=0.5
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// d = d - 4.00 (= -3.5)
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// d = d / 4.00 (= -0.875, 87.5%)
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// d is 87.5% visible
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// Normal:
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// Min=0.00, Max=4.00:
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// d=0.5
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// d = d - 0.00 (= 0.5)
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// d = d / 4.00 (= 0.125, 12.5%)
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// d is 12.5% visible
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float4 final = float4(0., 0., 0., 0.);
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float4 base = _image.Sample(imageSampler, v_in.uv);
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//! Outer Shadow
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// Are we allowed to draw an outer shadow?
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float2 outer_sdf = _sdf.Sample(sdfSampler1_1, v_in.uv + _outer_offset).rg * float2(MAX_DISTANCE, MAX_DISTANCE);
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if ((_outer_color.a > 0.) && (outer_sdf.r < MAX_DISTANCE)) {
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// Calculate the true distance value:
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// - If we are outside, this will be positive.
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// - If we are inside, this will be negative.
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float sdf_distance = outer_sdf.r - outer_sdf.g;
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// Calculate the delta.
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float delta = _outer_max - _outer_min;
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float t1 = sdf_distance - _outer_min;
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float t2 = clamp(t1 / delta, 0., 1.);
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final = lerp(final, _outer_color, (1. - t2) * _outer_color.a);
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}
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// Base Image
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if (base.a > 0.) {
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float3 rgb = base.rgb / base.a;
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final = lerp(final, base, base.a);
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}
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//! Inner Shadow
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// Are we allowed to draw an inner shadow?
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float2 inner_sdf = _sdf.Sample(sdfSampler1_1, v_in.uv + _inner_offset).rg * float2(MAX_DISTANCE, MAX_DISTANCE);
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if ((_inner_color.a > 0.) && (inner_sdf.g < MAX_DISTANCE) && (inner_sdf.r <= FLT_SMALL)) {
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// Calculate the true distance value:
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// - If we are outside, this will be positive.
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// - If we are inside, this will be negative.
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float sdf_distance = inner_sdf.g;
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// Calculate the delta.
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float delta = _inner_max - _inner_min;
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float t1 = sdf_distance - _inner_min;
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float t2 = clamp(t1 / delta, 0., 1.);
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// Inner shadow does not affect alpha of image.
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final.rgb = lerp(final.rgb, _inner_color.rgb, (1. - t2) * _inner_color.a);
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}
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return final;
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PS_SDFShadow_v1_1(v_in);
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}
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}
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