obs-filters: Remove unused NVIDIA effect

The greenscreen effect was moved to nv-filters project.
But this file failed to be removed.

Signed-off-by: pkv <pkv@obsproject.com>
This commit is contained in:
pkv
2025-03-09 10:21:12 +01:00
committed by Ryan Foster
parent cf6eb3fd89
commit ffd3a2a34e

View File

@@ -1,183 +0,0 @@
#include "color.effect"
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float multiplier;
uniform texture2d mask;
uniform float threshold;
sampler_state texSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct VertInOut {
float2 uv : TEXCOORD0;
float4 pos : POSITION;
};
struct FragData {
float2 uv : TEXCOORD0;
};
struct FragPos {
float4 pos : POSITION;
};
VertInOut VSDefault(VertData v_in)
{
VertInOut v_out;
v_out.uv = v_in.uv;
v_out.pos = mul(float4(v_in.pos.xyz, 1.), ViewProj);
return v_out;
}
FragPos VSConvertUnorm(uint id : VERTEXID)
{
float idHigh = float(id >> 1);
float idLow = float(id & uint(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
FragPos vert_out;
vert_out.pos = float4(x, y, 0.0, 1.0);
return vert_out;
}
float4 Mask(FragData f_in)
{
float4 rgba = image.Sample(texSampler, f_in.uv);
rgba *= smoothstep(threshold - 0.1,threshold,mask.Sample(texSampler, f_in.uv).a);
return rgba;
}
float4 PSMask(FragData f_in) : TARGET
{
float4 rgba = Mask(f_in);
return rgba;
}
float4 PSMaskMultiply(FragData f_in) : TARGET
{
float4 rgba = Mask(f_in);
rgba.rgb *= multiplier;
return rgba;
}
float4 PSMaskTonemap(FragData f_in) : TARGET
{
float4 rgba = Mask(f_in);
rgba.rgb = rec709_to_rec2020(rgba.rgb);
rgba.rgb = reinhard(rgba.rgb);
rgba.rgb = rec2020_to_rec709(rgba.rgb);
return rgba;
}
float4 PSMaskMultiplyTonemap(FragData f_in) : TARGET
{
float4 rgba = Mask(f_in);
rgba.rgb *= multiplier;
rgba.rgb = rec709_to_rec2020(rgba.rgb);
rgba.rgb = reinhard(rgba.rgb);
rgba.rgb = rec2020_to_rec709(rgba.rgb);
return rgba;
}
float4 PSConvertUnorm(FragPos f_in) : TARGET
{
float4 rgba = image.Load(int3(f_in.pos.xy, 0));
rgba.rgb = srgb_linear_to_nonlinear(rgba.rgb);
return rgba;
}
float4 PSConvertUnormTonemap(FragPos f_in) : TARGET
{
float4 rgba = image.Load(int3(f_in.pos.xy, 0));
rgba.rgb = rec709_to_rec2020(rgba.rgb);
rgba.rgb = reinhard(rgba.rgb);
rgba.rgb = rec2020_to_rec709(rgba.rgb);
rgba.rgb = srgb_linear_to_nonlinear(rgba.rgb);
return rgba;
}
float4 PSConvertUnormMultiplyTonemap(FragPos f_in) : TARGET
{
float4 rgba = image.Load(int3(f_in.pos.xy, 0));
rgba.rgb *= multiplier;
rgba.rgb = rec709_to_rec2020(rgba.rgb);
rgba.rgb = reinhard(rgba.rgb);
rgba.rgb = rec2020_to_rec709(rgba.rgb);
rgba.rgb = srgb_linear_to_nonlinear(rgba.rgb);
return rgba;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSMask(f_in);
}
}
technique DrawMultiply
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSMaskMultiply(f_in);
}
}
technique DrawTonemap
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSMaskTonemap(f_in);
}
}
technique DrawMultiplyTonemap
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSMaskMultiplyTonemap(f_in);
}
}
technique ConvertUnorm
{
pass
{
vertex_shader = VSConvertUnorm(id);
pixel_shader = PSConvertUnorm(f_in);
}
}
technique ConvertUnormTonemap
{
pass
{
vertex_shader = VSConvertUnorm(id);
pixel_shader = PSConvertUnormTonemap(f_in);
}
}
technique ConvertUnormMultiplyTonemap
{
pass
{
vertex_shader = VSConvertUnorm(id);
pixel_shader = PSConvertUnormMultiplyTonemap(f_in);
}
}