data/shaders: Displacement filter example
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// Always provided by OBS
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uniform float4x4 ViewProj<
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bool visible = false;
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string name = "View Projection Matrix";
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>;
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// Provided by Stream Effects
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uniform float4 Time<
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bool visible = false;
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string name = "Time Array";
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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.";
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>;
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uniform float4x4 Random<
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bool visible = false;
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string name = "Random Array";
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string description = "A float4x4 value containing random values between 0 and 1";
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>;
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uniform texture2d ImageSource<
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bool visible = false;
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string name = "Source Texture (Filter, Transition)";
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>;
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uniform float2 ImageSource_Size<
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bool visible = false;
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string name = "Source Texture Size (Filter, Transition)";
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>;
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uniform float2 ImageSource_Texel<
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bool visible = false;
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string name = "Source Texture Texel Size (Filter, Transition)";
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>;
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// Shader Parameters
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uniform texture2d p_texture <
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bool visible = true;
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string name = "Displacement Map";
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>;
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uniform float p_scale <
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bool visible = true;
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string name = "Displacement Scale";
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float minimum = 0.0;
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float maximum = 100.0;
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float step = 0.01;
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> = 1.0;
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// ---------- Shader Code
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sampler_state def_sampler {
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AddressU = Wrap;
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AddressV = Wrap;
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Filter = Linear;
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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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struct FragData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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FragData VSDefault(VertData v_in) {
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FragData 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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// ---------- Pass Through
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float4 PS_Draw(FragData v_in) : TARGET {
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float4 disp = p_texture.Sample(def_sampler, v_in.uv);
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float2 uv_off = (disp.xy - 0.5) * p_scale;
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return ImageSource.Sample(def_sampler, v_in.uv + uv_off);
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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 = PS_Draw(v_in);
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}
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}
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