mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-11 06:15:05 +00:00
0c92f3dbf5
Adds Inner/Outer Shadows for dynamic sources based on signed distance field generation. This is fast, but does add a bit of latency when it comes to updates - which means that moving objects will leave a trail before the generator has a chance to update. Fixes #3
119 lines
2.6 KiB
Text
119 lines
2.6 KiB
Text
// OBS Default
|
|
uniform float4x4 ViewProj;
|
|
|
|
// Inputs
|
|
uniform texture2d _image;
|
|
uniform float2 _size;
|
|
uniform texture2d _sdf; // in, out - swap rendering
|
|
uniform float _threshold;
|
|
|
|
#define NEAR_INFINITE 18446744073709551616.0
|
|
#define RANGE 4
|
|
|
|
sampler_state sdfSampler {
|
|
Filter = Point;
|
|
AddressU = Clamp;
|
|
AddressV = Clamp;
|
|
};
|
|
sampler_state imageSampler {
|
|
Filter = Point;
|
|
AddressU = Clamp;
|
|
AddressV = Clamp;
|
|
};
|
|
|
|
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 PS_SDFGenerator_v1(VertDataOut v_in) : TARGET
|
|
{
|
|
float4 outval = float4(0.0, 0.0, v_in.uv.x, v_in.uv.y);
|
|
|
|
// utility values
|
|
float2 uv_step = 1.0 / _size;
|
|
float lowest = NEAR_INFINITE;
|
|
float2 lowest_source = float2(NEAR_INFINITE, NEAR_INFINITE);
|
|
float2 lowest_origin = float2(NEAR_INFINITE, NEAR_INFINITE);
|
|
|
|
// inputs
|
|
float imageA = _image.Sample(imageSampler, v_in.uv).a;
|
|
// sdf contains 4 values: R = Positive Distance, G = Negative Distance, BA = UV of nearest edge.
|
|
|
|
if (imageA > _threshold) {
|
|
// Inside
|
|
// TODO: Optimize to be O(n*n) instead of (2n*2n)
|
|
for (int x = -RANGE; x < RANGE; x++) {
|
|
for (int y = -RANGE; y < RANGE; y++) {
|
|
if ((x == 0) && (y == 0)) {
|
|
continue;
|
|
}
|
|
|
|
float2 dtr = float2(x, y);
|
|
float2 dt = uv_step * dtr;
|
|
float4 here = _sdf.Sample(sdfSampler, v_in.uv + dt);
|
|
float dst = abs(distance(float2(0., 0.), dtr));
|
|
|
|
if (lowest > (here.g + dst)) {
|
|
lowest = here.g + dst;
|
|
lowest_source = v_in.uv + dt;
|
|
lowest_origin = here.ba;
|
|
}
|
|
}
|
|
}
|
|
if (lowest < NEAR_INFINITE) {
|
|
outval.g = lowest;
|
|
outval.ba = lowest_origin;
|
|
}
|
|
} else {
|
|
// Outside
|
|
// TODO: Optimize to be O(n*n) instead of (2n*2n)
|
|
for (int x = -RANGE; x < RANGE; x++) {
|
|
for (int y = -RANGE; y < RANGE; y++) {
|
|
if ((x == 0) && (y == 0)) {
|
|
continue;
|
|
}
|
|
|
|
float2 dtr = float2(x, y);
|
|
float2 dt = uv_step * dtr;
|
|
float4 here = _sdf.Sample(sdfSampler, v_in.uv + dt);
|
|
float dst = abs(distance(float2(0., 0.), dtr));
|
|
|
|
if (lowest > (here.r + dst)) {
|
|
lowest = here.r + dst;
|
|
lowest_source = v_in.uv + dt;
|
|
lowest_origin = here.ba;
|
|
}
|
|
}
|
|
}
|
|
if (lowest < NEAR_INFINITE) {
|
|
outval.r = lowest;
|
|
outval.ba = lowest_origin;
|
|
}
|
|
}
|
|
|
|
return outval;
|
|
}
|
|
|
|
technique Draw
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(v_in);
|
|
pixel_shader = PS_SDFGenerator_v1(v_in);
|
|
}
|
|
}
|
|
|