obs-StreamFX/data/effects/gaussian-blur.effect
Michael Fabian 'Xaymar' Dirks af71a7cc1d filter-blur: Allow applying Blur to a sub-region of the source only
The Blur Filter can now be applied to a region inside the source itself, the inverse of that region, and/or a feathered version of that region. This allows for easier scene setups where only some parts need to be blurred, but the rest can be left as is.

Fixes #12
2018-04-29 00:14:29 +02:00

172 lines
4.7 KiB
Text

// OBS Default
uniform float4x4 ViewProj;
// Settings (Shared)
uniform texture2d u_image;
uniform float2 u_imageSize;
uniform float2 u_imageTexel;
uniform int u_radius;
uniform int u_diameter;
uniform float2 u_texelDelta;
/// Region
uniform float regionLeft;
uniform float regionTop;
uniform float regionRight;
uniform float regionBottom;
uniform float regionFeather;
uniform float regionFeatherShift;
// Settings (Private)
//uniform float registerkernel[25];
uniform texture2d kernel;
uniform float2 kernelTexel;
sampler_state textureSampler {
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;
}
float4 BlurFunc(float2 uv, float4 rgba) {
float2 uvOffset = float2(0, 0);
float4 final = rgba * kernel.SampleLevel(textureSampler, (float2(0, u_radius - 1) * kernelTexel), 0).r;
for (int k = 1; k <= u_radius; k++) {
uvOffset += u_texelDelta;
float l_g = kernel.SampleLevel(textureSampler, (float2(k, u_radius - 1) * kernelTexel), 0).r;
float4 l_p = u_image.SampleLevel(textureSampler, uv + uvOffset, 0);
float4 l_n = u_image.SampleLevel(textureSampler, uv - uvOffset, 0);
final += (l_p + l_n) * l_g;
}
return final;
}
float4 PSGaussian(VertDataOut v_in) : TARGET {
float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
return BlurFunc(v_in.uv, rgba);
}
float4 PSGaussianRegion(VertDataOut v_in) : TARGET {
float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
if ((v_in.uv.x < regionLeft)
|| (v_in.uv.x > regionRight)
|| (v_in.uv.y < regionTop)
|| (v_in.uv.y > regionBottom)) {
return rgba;
}
return BlurFunc(v_in.uv, rgba);
}
float4 PSGaussianRegionInvert(VertDataOut v_in) : TARGET {
float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
if ((v_in.uv.x > regionLeft)
&& (v_in.uv.x < regionRight)
&& (v_in.uv.y > regionTop)
&& (v_in.uv.y < regionBottom)) {
return rgba;
}
return BlurFunc(v_in.uv, rgba);
}
float4 PSGaussianRegionFeather(VertDataOut v_in) : TARGET {
float halfFeather = (regionFeather / 2.0);
float feather = max(regionFeather, 0.00000001);
float leftFeather = clamp(((v_in.uv.x - regionLeft + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
float rightFeather = clamp(((-(v_in.uv.x - regionRight) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
float topFeather = clamp(((v_in.uv.y - regionTop + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
float bottomFeather = clamp(((-(v_in.uv.y - regionBottom) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
float finalFeather = min(min(leftFeather, rightFeather), min(topFeather, bottomFeather));
float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
if (finalFeather <= 0.00001) {
return rgba;
} else if (finalFeather >= 0.99999) {
return BlurFunc(v_in.uv, rgba);
}
return lerp(rgba, BlurFunc(v_in.uv, rgba), finalFeather);
}
float4 PSGaussianRegionFeatherInvert(VertDataOut v_in) : TARGET {
float halfFeather = (regionFeather / 2.0);
float feather = max(regionFeather, 0.00000001);
float leftFeather = clamp(((v_in.uv.x - regionLeft + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
float rightFeather = clamp(((-(v_in.uv.x - regionRight) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
float topFeather = clamp(((v_in.uv.y - regionTop + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
float bottomFeather = clamp(((-(v_in.uv.y - regionBottom) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
float finalFeather = 1.0 - min(min(leftFeather, rightFeather), min(topFeather, bottomFeather));
float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
if (finalFeather <= 0.00001) {
return rgba;
} else if (finalFeather >= 0.99999) {
return BlurFunc(v_in.uv, rgba);
}
return lerp(rgba, BlurFunc(v_in.uv, rgba), finalFeather);
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSGaussian(v_in);
}
}
technique DrawRegion
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSGaussianRegion(v_in);
}
}
technique DrawRegionInvert
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSGaussianRegionInvert(v_in);
}
}
technique DrawRegionFeather
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSGaussianRegionFeather(v_in);
}
}
technique DrawRegionFeatherInvert
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSGaussianRegionFeatherInvert(v_in);
}
}