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libobs: Add DrawAlphaDivide variant shaders
Useful for future 10-bit HDR DeckLink playback support.
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@@ -31,10 +31,35 @@ float4 PSDrawBare(VertInOut vert_in) : TARGET
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float4 PSDrawAlphaDivide(VertInOut vert_in) : TARGET
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{
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float4 rgba = image.Sample(def_sampler, vert_in.uv);
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rgba.rgb *= max(1. / rgba.a, 0.);
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rgba.rgb = (rgba.a > 0.) ? (rgba.rgb / rgba.a) : 0.;
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return rgba;
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}
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float4 PSDrawAlphaDivideTonemap(VertInOut vert_in) : TARGET
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{
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float4 rgba = image.Sample(def_sampler, vert_in.uv);
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rgba.rgb = (rgba.a > 0.) ? (rgba.rgb / rgba.a) : 0.;
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rgba.rgb = rec709_to_rec2020(rgba.rgb);
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rgba.rgb = reinhard(rgba.rgb);
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rgba.rgb = rec2020_to_rec709(rgba.rgb);
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return rgba;
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}
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float4 PSDrawAlphaDivideR10L(VertInOut vert_in) : TARGET
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{
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float4 rgba = image.Sample(def_sampler, vert_in.uv);
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rgba.rgb = (rgba.a > 0.) ? (rgba.rgb / rgba.a) : 0.;
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rgba.rgb *= multiplier;
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rgba.rgb = rec709_to_rec2020(rgba.rgb);
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rgba.rgb = linear_to_st2084(rgba.rgb);
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uint3 rgb1023 = uint3(mad(rgba.rgb, 1023., .5));
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uint b = (rgb1023.b & 0x3Fu) << 2;
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uint g = ((rgb1023.b & 0x3C0u) >> 6) | ((rgb1023.g & 0xFu) << 4);
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uint r = ((rgb1023.g & 0x3F0u) >> 4) | ((rgb1023.r & 0x3u) << 6);
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uint a = ((rgb1023.r & 0x3FCu) >> 2);
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return float4(uint4(r, g, b, a)) / 255.;
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}
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float4 PSDrawNonlinearAlpha(VertInOut vert_in) : TARGET
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{
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float4 rgba = image.Sample(def_sampler, vert_in.uv);
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@@ -130,6 +155,24 @@ technique DrawAlphaDivide
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}
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}
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technique DrawAlphaDivideTonemap
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawAlphaDivideTonemap(vert_in);
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}
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}
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technique DrawAlphaDivideR10L
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawAlphaDivideR10L(vert_in);
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}
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}
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technique DrawNonlinearAlpha
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{
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pass
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