yolobs-studio/libobs/data/solid.effect

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uniform float4x4 ViewProj;
uniform float4 color = {1.0, 1.0, 1.0, 1.0};
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uniform float4 randomvals1;
uniform float4 randomvals2;
uniform float4 randomvals3;
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struct SolidVertInOut {
float4 pos : POSITION;
};
SolidVertInOut VSSolid(SolidVertInOut vert_in)
{
SolidVertInOut vert_out;
vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
return vert_out;
}
float4 PSSolid(SolidVertInOut vert_in) : TARGET
{
return color;
}
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float rand(float4 pos, float4 rand_vals)
{
return 0.5 + 0.5 * frac(sin(dot(pos.xy, float2(rand_vals.x, rand_vals.y))) * rand_vals.z);
}
float4 PSRandom(SolidVertInOut vert_in) : TARGET
{
return float4(rand(vert_in.pos, randomvals1),
rand(vert_in.pos, randomvals2),
rand(vert_in.pos, randomvals3),
1.0);
}
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struct SolidColoredVertInOut {
float4 pos : POSITION;
float4 color : COLOR;
};
SolidColoredVertInOut VSSolidColored(SolidColoredVertInOut vert_in)
{
SolidColoredVertInOut vert_out;
vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
vert_out.color = vert_in.color;
return vert_out;
}
float4 PSSolidColored(SolidColoredVertInOut vert_in) : TARGET
{
return vert_in.color * color;
}
technique Solid
{
pass
{
vertex_shader = VSSolid(vert_in);
pixel_shader = PSSolid(vert_in);
}
}
technique SolidColored
{
pass
{
vertex_shader = VSSolidColored(vert_in);
pixel_shader = PSSolidColored(vert_in);
}
}
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technique Random
{
pass
{
vertex_shader = VSSolid(vert_in);
pixel_shader = PSRandom(vert_in);
}
}