From ffd3a2a34e3017cd2cd1b4ac63d13a9014f173b8 Mon Sep 17 00:00:00 2001 From: pkv Date: Sun, 9 Mar 2025 10:21:12 +0100 Subject: [PATCH] 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 --- .../obs-filters/data/rtx_greenscreen.effect | 183 ------------------ 1 file changed, 183 deletions(-) delete mode 100644 plugins/obs-filters/data/rtx_greenscreen.effect diff --git a/plugins/obs-filters/data/rtx_greenscreen.effect b/plugins/obs-filters/data/rtx_greenscreen.effect deleted file mode 100644 index fc945d232..000000000 --- a/plugins/obs-filters/data/rtx_greenscreen.effect +++ /dev/null @@ -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); - } -}