mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-12-05 01:27:26 +00:00
df8ebd94ea
This drastically improves stability and prevents all exceptions from leaking into libobs C code, which prevents crashes and unexpected freezes from exception handlers further down the stack. Additionally minor work was done to further improve the quality and user experience for the filter.
91 lines
1.8 KiB
Text
91 lines
1.8 KiB
Text
// Provided by OBS
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uniform float4x4 ViewProj <
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bool visible = false;
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>;
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uniform texture2d image <
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bool visible = false;
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>;
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// Parameters
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uniform float2 image_size <
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bool visible = false;
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>;
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uniform float2 image_inverse_size <
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bool visible = false;
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>;
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uniform texture2d normal <
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bool visible = true;
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string name = "Normal Map";
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string description = "A normal map that is used for displacing the texture sample locations.";
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>;
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uniform float2 scale <
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bool visible = true;
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string mode = "slider";
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float2 minimum = {0.0, 0.0};
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float2 maximum = {100.0, 100.0};
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float2 step = {0.01, 0.01};
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> = {0.0, 0.0};
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uniform float scale_type <
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bool visible = true;
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string mode = "slider";
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string name = "Scale Mode";
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string description = "A value of 0.0 is in Texel Space, while a value of 100.0 is in Pixel Space.";
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float2 minimum = {0.0, 0.0};
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float2 maximum = {100.0, 100.0};
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float2 step = {0.01, 0.01};
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> = 0.0;
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// Samplers
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sampler_state smp_linear_wrap {
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Filter = Linear;
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AddressU = Wrap;
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AddressV = Wrap;
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};
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sampler_state smp_linear_clamp {
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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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// Structs
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struct FunctionData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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// Functions
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FunctionData vertex_shader(FunctionData v) {
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v.pos = mul(float4(v.pos.xyz, 1.0), ViewProj);
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return v;
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};
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float4 pixel_shader(FunctionData v) : TARGET {
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float4 v_normal = normal.Sample(smp_linear_wrap, v.uv);
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float2 offset = v_normal.rg;
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offset -= float2(.5, .5);
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offset *= 255.0;
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offset = floor(abs(offset)) * sign(offset);
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offset /= 127.0;
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offset *= lerp(float2(1.0, 1.0), image_inverse_size, scale_type);
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offset *= scale;
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return image.Sample(smp_linear_clamp, v.uv + offset);
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};
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// Techniques
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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 = vertex_shader(v);
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pixel_shader = pixel_shader(v);
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}
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}
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