yolobs-studio/libobs/data/default.effect
2019-07-27 14:47:10 +02:00

69 lines
1.3 KiB
Text

uniform float4x4 ViewProj;
uniform float4x4 color_matrix;
uniform texture2d image;
sampler_state def_sampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
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 PSDrawBare(VertInOut vert_in) : TARGET
{
return image.Sample(def_sampler, vert_in.uv);
}
float4 PSDrawAlphaDivide(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
float alpha = rgba.a;
float multiplier = (alpha > 0.0) ? (1.0 / alpha) : 0.0;
return float4(rgba.rgb * multiplier, alpha);
}
float4 PSDrawMatrix(VertInOut vert_in) : TARGET
{
float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
float3 yuv = mul(float4(rgb, 1.0), color_matrix).xyz;
return float4(yuv, 1.0);
}
technique Draw
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawBare(vert_in);
}
}
technique DrawAlphaDivide
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawAlphaDivide(vert_in);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawMatrix(vert_in);
}
}