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

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/*
* bilinear low res scaling, samples 9 pixels of a larger image to scale to a
* low resolution image below half size
*/
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float4x4 color_matrix;
uniform float2 base_dimension_i;
sampler_state textureSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData v_in)
{
VertData vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
float4 pixel(float2 uv)
{
return image.Sample(textureSampler, uv);
}
float4 DrawLowresBilinear(VertData v_in)
{
float2 stepxy = base_dimension_i;
float4 out_color;
out_color = pixel(v_in.uv);
out_color += pixel(v_in.uv + float2(-stepxy.x, -stepxy.y));
out_color += pixel(v_in.uv + float2(-stepxy.x, 0.0));
out_color += pixel(v_in.uv + float2(-stepxy.x, stepxy.y));
out_color += pixel(v_in.uv + float2( 0.0, -stepxy.y));
out_color += pixel(v_in.uv + float2( 0.0, stepxy.y));
out_color += pixel(v_in.uv + float2( stepxy.x, -stepxy.y));
out_color += pixel(v_in.uv + float2( stepxy.x, 0.0));
out_color += pixel(v_in.uv + float2( stepxy.x, stepxy.y));
return out_color / float4(9.0, 9.0, 9.0, 9.0);
}
float4 PSDrawLowresBilinearRGBA(VertData v_in) : TARGET
{
return DrawLowresBilinear(v_in);
}
float4 PSDrawLowresBilinearRGBADivide(VertData v_in) : TARGET
{
float4 rgba = DrawLowresBilinear(v_in);
float alpha = rgba.a;
float multiplier = (alpha > 0.0) ? (1.0 / alpha) : 0.0;
return float4(rgba.rgb * multiplier, alpha);
}
float4 PSDrawLowresBilinearMatrix(VertData v_in) : TARGET
{
float3 rgb = DrawLowresBilinear(v_in).rgb;
float3 yuv = mul(float4(saturate(rgb), 1.0), color_matrix).xyz;
return float4(yuv, 1.0);
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawLowresBilinearRGBA(v_in);
}
}
technique DrawAlphaDivide
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawLowresBilinearRGBADivide(v_in);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawLowresBilinearMatrix(v_in);
}
}