mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-28 06:13:01 +00:00
a989709b6f
* Fixed 'Pixelator's color transition point being off-center and uncontrollable. * Fixed 'Drunk' filter not working at all. * Added an inverted mode to 'Luma Burn'. * Added exponential Luma to 'Luma Burn'. * Fixed odd color behavior in the 'Color Shift' transition by switching out HSL with HSV. * Added a new 'Sliding Bars' transition shader, for an example of it see this clip: https://clips.twitch.tv/RacyEndearingHorseradishAMPTropPunch .
155 lines
3.8 KiB
Text
155 lines
3.8 KiB
Text
// Always provided by OBS
|
|
uniform float4x4 ViewProj<
|
|
bool automatic = true;
|
|
string name = "View Projection Matrix";
|
|
>;
|
|
|
|
// Provided by Stream Effects
|
|
uniform float4 Time<
|
|
bool automatic = true;
|
|
string name = "Time Array";
|
|
string description = "A float4 value containing the total time, rendering time and the time since the last tick. The last value is a random number between 0 and 1.";
|
|
>;
|
|
uniform float4x4 Random<
|
|
bool automatic = true;
|
|
string name = "Random Array";
|
|
string description = "A float4x4 value containing random values between 0 and 1";
|
|
>;
|
|
uniform texture2d InputA<
|
|
bool automatic = true;
|
|
>;
|
|
uniform texture2d InputB<
|
|
bool automatic = true;
|
|
>;
|
|
uniform float TransitionTime<
|
|
bool automatic = true;
|
|
>;
|
|
uniform int2 TransitionSize<
|
|
bool automatic = true;
|
|
>;
|
|
|
|
uniform float Sharpness<
|
|
string field_type = "slider";
|
|
string suffix = " %";
|
|
float minimum = 8.0;
|
|
float maximum = 128.0;
|
|
float step = 0.01;
|
|
float scale = 1.0;
|
|
> = 10.0;
|
|
|
|
uniform bool LumaIsExponential<
|
|
string name = "Is Luminosity exponential?";
|
|
>;
|
|
uniform float LumaExponent<
|
|
string name = "Luminosity Exponent";
|
|
string field_type = "slider";
|
|
float minimum = 0.;
|
|
float maximum = 500.;
|
|
float step = .01;
|
|
float scale = .01;
|
|
> = 150.;
|
|
|
|
// ---------- Shader Code
|
|
sampler_state def_sampler {
|
|
AddressU = Clamp;
|
|
AddressV = Clamp;
|
|
Filter = Linear;
|
|
};
|
|
|
|
struct VertData {
|
|
float4 pos : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
VertData VSDefault(VertData v_in) {
|
|
VertData vert_out;
|
|
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
|
|
vert_out.uv = v_in.uv;
|
|
return vert_out;
|
|
}
|
|
|
|
float4 RGBtoYUV(float4 rgba, float3x3 yuv) {
|
|
return float4(
|
|
rgba.r * yuv._m00 + rgba.g * yuv._m01 + rgba.b * yuv._m02,
|
|
rgba.r * yuv._m10 + rgba.g * yuv._m11 + rgba.b * yuv._m12,
|
|
rgba.r * yuv._m20 + rgba.g * yuv._m21 + rgba.b * yuv._m22,
|
|
rgba.a
|
|
) + float4(0,0.5,0.5,0);
|
|
}
|
|
|
|
#define C_e 2,7182818284590452353602874713527
|
|
#define C_log2_e 1.4426950408889634073599246810019 // Windows calculator: log(e(1)) / log(2)
|
|
|
|
float4 PSDefault(VertData v_in) : TARGET {
|
|
const float3x3 mYUV709n = { // Normalized
|
|
0.2126, 0.7152, 0.0722,
|
|
-0.1145721060573399, -0.3854278939426601, 0.5,
|
|
0.5, -0.4541529083058166, -0.0458470916941834
|
|
};
|
|
|
|
float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
|
|
float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
|
|
|
|
float4 sampleAYUV = RGBtoYUV(sampleA, mYUV709n);
|
|
float4 sampleBYUV = RGBtoYUV(sampleB, mYUV709n);
|
|
|
|
float sharpinv = 1.0 / Sharpness;
|
|
float luma = sampleAYUV.r;
|
|
if (LumaIsExponential) {
|
|
luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
|
|
}
|
|
float transition = sharpinv + luma * (1.0 - sharpinv);
|
|
transition -= TransitionTime;
|
|
transition *= Sharpness;
|
|
transition += 0.5;
|
|
transition = clamp(transition, 0., 1.);
|
|
|
|
return sampleB * (1.0 - transition) + sampleA * (transition);
|
|
//return transition;
|
|
}
|
|
|
|
technique Draw
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v_in);
|
|
pixel_shader = PSDefault(v_in);
|
|
}
|
|
}
|
|
|
|
float4 PSInverse(VertData v_in) : TARGET {
|
|
const float3x3 mYUV709n = { // Normalized
|
|
0.2126, 0.7152, 0.0722,
|
|
-0.1145721060573399, -0.3854278939426601, 0.5,
|
|
0.5, -0.4541529083058166, -0.0458470916941834
|
|
};
|
|
|
|
float4 sampleA = InputA.Sample(def_sampler, v_in.uv);
|
|
float4 sampleB = InputB.Sample(def_sampler, v_in.uv);
|
|
|
|
float4 sampleAYUV = RGBtoYUV(sampleA, mYUV709n);
|
|
float4 sampleBYUV = RGBtoYUV(sampleB, mYUV709n);
|
|
|
|
float sharpinv = 1.0 / Sharpness;
|
|
float luma = (1.0 - sampleAYUV.r);
|
|
if (LumaIsExponential) {
|
|
luma = exp2(luma * LumaExponent * LumaExponent * -C_log2_e);
|
|
}
|
|
float transition = sharpinv + luma * (1.0 - sharpinv);
|
|
transition -= TransitionTime;
|
|
transition *= Sharpness;
|
|
transition += 0.5;
|
|
transition = clamp(transition, 0., 1.);
|
|
|
|
return sampleB * (1.0 - transition) + sampleA * (transition);
|
|
//return transition;
|
|
}
|
|
|
|
technique DrawInverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v_in);
|
|
pixel_shader = PSInverse(v_in);
|
|
}
|
|
}
|