Imported Upstream version 0.13.2+dsfg1
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84
libobs/data/bilinear_lowres_scale.effect
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84
libobs/data/bilinear_lowres_scale.effect
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/*
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* bilinear low res scaling, samples 9 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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uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float4x4 color_matrix;
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uniform float3 color_range_min = {0.0, 0.0, 0.0};
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uniform float3 color_range_max = {1.0, 1.0, 1.0};
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uniform float2 base_dimension_i;
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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 v_in)
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{
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float2 stepxy = base_dimension_i;
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float4 out_color;
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out_color = pixel(v_in.uv);
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out_color += pixel(v_in.uv + float2(-stepxy.x, -stepxy.y));
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out_color += pixel(v_in.uv + float2(-stepxy.x, 0.0));
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out_color += pixel(v_in.uv + float2(-stepxy.x, stepxy.y));
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out_color += pixel(v_in.uv + float2( 0.0, -stepxy.y));
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out_color += pixel(v_in.uv + float2( 0.0, stepxy.y));
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out_color += pixel(v_in.uv + float2( stepxy.x, -stepxy.y));
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out_color += pixel(v_in.uv + float2( stepxy.x, 0.0));
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out_color += pixel(v_in.uv + float2( stepxy.x, stepxy.y));
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return out_color / float4(9.0, 9.0, 9.0, 9.0);
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}
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float4 PSDrawLowresBilinearRGBA(VertData v_in) : TARGET
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{
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return DrawLowresBilinear(v_in);
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}
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float4 PSDrawLowresBilinearMatrix(VertData v_in) : TARGET
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{
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float4 yuv = DrawLowresBilinear(v_in);
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yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
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return saturate(mul(float4(yuv.xyz, 1.0), color_matrix));
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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(v_in);
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}
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}
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technique DrawMatrix
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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 = PSDrawLowresBilinearMatrix(v_in);
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}
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}
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