yolobs-studio/libobs/data/area.effect

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2019-07-27 12:47:10 +00:00
uniform float4x4 ViewProj;
uniform float2 base_dimension_i;
uniform texture2d image;
struct VertInOut {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertInOut VSDefault(VertInOut vert_in)
{
VertInOut vert_out;
vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = vert_in.uv;
return vert_out;
}
float4 PSDrawAreaRGBA(VertInOut vert_in) : TARGET
{
float4 totalcolor = float4(0.0, 0.0, 0.0, 0.0);
float2 uv = vert_in.uv;
float2 uvdelta = float2(ddx(uv.x), ddy(uv.y));
// Handle potential OpenGL flip.
uvdelta.y = abs(uvdelta.y);
float2 uvhalfdelta = 0.5 * uvdelta;
float2 uvmin = uv - uvhalfdelta;
float2 uvmax = uv + uvhalfdelta;
int2 loadindexmin = int2(uvmin / base_dimension_i);
int2 loadindexmax = int2(uvmax / base_dimension_i);
float2 targetpos = uv / uvdelta;
float2 targetposmin = targetpos - 0.5;
float2 targetposmax = targetpos + 0.5;
float2 scale = base_dimension_i / uvdelta;
for (int loadindexy = loadindexmin.y; loadindexy <= loadindexmax.y; ++loadindexy)
{
for (int loadindexx = loadindexmin.x; loadindexx <= loadindexmax.x; ++loadindexx)
{
int2 loadindex = int2(loadindexx, loadindexy);
float2 potentialtargetmin = float2(loadindex) * scale;
float2 potentialtargetmax = potentialtargetmin + scale;
float2 targetmin = max(potentialtargetmin, targetposmin);
float2 targetmax = min(potentialtargetmax, targetposmax);
float area = (targetmax.x - targetmin.x) * (targetmax.y - targetmin.y);
float4 sample = image.Load(int3(loadindex, 0));
totalcolor += area * sample;
}
}
return totalcolor;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawAreaRGBA(vert_in);
}
}