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e79e28598b
This pattern uses fewer instructions and also avoids using max, which does not work on infinity. Also remove unreferenced techniques from scale filters.
124 lines
2.6 KiB
Plaintext
124 lines
2.6 KiB
Plaintext
/*
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* bilinear low res scaling, samples 8 pixels of a larger image to scale to a
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* low resolution image below half size
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*/
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#include "color.effect"
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uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float multiplier;
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sampler_state textureSampler {
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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 VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertData VSDefault(VertData v_in)
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{
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VertData 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 pixel(float2 uv)
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{
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return image.Sample(textureSampler, uv);
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}
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float4 DrawLowresBilinear(VertData f_in)
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{
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float2 uv = f_in.uv;
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float2 stepxy = float2(ddx(uv.x), ddy(uv.y));
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float2 stepxy1 = stepxy * 0.0625;
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float2 stepxy3 = stepxy * 0.1875;
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float2 stepxy5 = stepxy * 0.3125;
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float2 stepxy7 = stepxy * 0.4375;
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// Simulate Direct3D 8-sample pattern
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float4 out_color;
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out_color = pixel(uv + float2( stepxy1.x, -stepxy3.y));
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out_color += pixel(uv + float2(-stepxy1.x, stepxy3.y));
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out_color += pixel(uv + float2( stepxy5.x, stepxy1.y));
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out_color += pixel(uv + float2(-stepxy3.x, -stepxy5.y));
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out_color += pixel(uv + float2(-stepxy5.x, stepxy5.y));
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out_color += pixel(uv + float2(-stepxy7.x, -stepxy1.y));
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out_color += pixel(uv + float2( stepxy3.x, stepxy7.y));
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out_color += pixel(uv + float2( stepxy7.x, -stepxy7.y));
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return out_color * 0.125;
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}
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float4 PSDrawLowresBilinearRGBA(VertData f_in) : TARGET
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{
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return DrawLowresBilinear(f_in);
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}
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float4 PSDrawLowresBilinearRGBAMultiply(VertData f_in) : TARGET
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{
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float4 rgba = DrawLowresBilinear(f_in);
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rgba.rgb *= multiplier;
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return rgba;
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}
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float4 PSDrawLowresBilinearRGBATonemap(VertData f_in) : TARGET
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{
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float4 rgba = DrawLowresBilinear(f_in);
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rgba.rgb = rec709_to_rec2020(rgba.rgb);
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rgba.rgb = reinhard(rgba.rgb);
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rgba.rgb = rec2020_to_rec709(rgba.rgb);
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return rgba;
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}
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float4 PSDrawLowresBilinearRGBAMultiplyTonemap(VertData f_in) : TARGET
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{
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float4 rgba = DrawLowresBilinear(f_in);
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rgba.rgb *= multiplier;
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rgba.rgb = rec709_to_rec2020(rgba.rgb);
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rgba.rgb = reinhard(rgba.rgb);
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rgba.rgb = rec2020_to_rec709(rgba.rgb);
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return rgba;
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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 = PSDrawLowresBilinearRGBA(f_in);
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}
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}
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technique DrawMultiply
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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 = PSDrawLowresBilinearRGBAMultiply(f_in);
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}
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}
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technique DrawTonemap
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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 = PSDrawLowresBilinearRGBATonemap(f_in);
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}
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}
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technique DrawMultiplyTonemap
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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 = PSDrawLowresBilinearRGBAMultiplyTonemap(f_in);
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}
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}
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