Files
obs-studio/libobs/data/default.effect
Lain 45e7334206 libobs: Fix shader fix not working on D3D11
In c8d95005c1, it was incorrect assumed that just because the fix
worked on OpenGL, that the fix would also work on D3D11. Automated tests
would be ideal here, although if there were automated tests, ironically,
it wouldn't have picked this up, because we (read: I) made D3D11 fall
back to OpenGL of D3D11 failed. Basically there is no one to blame but
myself again.

This time, we've removed the OpenGL fallback in a06d6893b9 (thank you
Rodney), and additionally I properly tested on both rendering backends.

(Lain note: I'm just going to go sit in the corner for a bit and
ruminate after this)
2023-08-16 11:19:08 -07:00

256 lines
5.2 KiB
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#include "color.effect"
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float multiplier;
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);
rgba.rgb = (rgba.a > 0.) ? (rgba.rgb / rgba.a) : float3(0., 0., 0.);
return rgba;
}
float4 PSDrawAlphaDivideTonemap(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
rgba.rgb = (rgba.a > 0.) ? (rgba.rgb / rgba.a) : float3(0., 0., 0.);
rgba.rgb = rec709_to_rec2020(rgba.rgb);
rgba.rgb = reinhard(rgba.rgb);
rgba.rgb = rec2020_to_rec709(rgba.rgb);
return rgba;
}
float4 PSDrawAlphaDivideR10L(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
rgba.rgb = (rgba.a > 0.) ? (rgba.rgb / rgba.a) : float3(0., 0., 0.);
rgba.rgb *= multiplier;
rgba.rgb = rec709_to_rec2020(rgba.rgb);
rgba.rgb = linear_to_st2084(rgba.rgb);
uint3 rgb1023 = uint3(mad(rgba.rgb, 1023., .5));
uint b = (rgb1023.b & 0x3Fu) << 2;
uint g = ((rgb1023.b & 0x3C0u) >> 6) | ((rgb1023.g & 0xFu) << 4);
uint r = ((rgb1023.g & 0x3F0u) >> 4) | ((rgb1023.r & 0x3u) << 6);
uint a = ((rgb1023.r & 0x3FCu) >> 2);
return float4(uint4(r, g, b, a)) / 255.;
}
float4 PSDrawNonlinearAlpha(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
rgba.rgb = srgb_linear_to_nonlinear(rgba.rgb);
rgba.rgb *= rgba.a;
rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
return rgba;
}
float4 PSDrawNonlinearAlphaMultiply(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
rgba.rgb = srgb_linear_to_nonlinear(rgba.rgb);
rgba.rgb *= rgba.a;
rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
rgba.rgb *= multiplier;
return rgba;
}
float4 PSDrawSrgbDecompress(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
return rgba;
}
float4 PSDrawSrgbDecompressMultiply(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
rgba.rgb *= multiplier;
return rgba;
}
float4 PSDrawMultiply(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
rgba.rgb *= multiplier;
return rgba;
}
float4 PSDrawTonemap(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
rgba.rgb = rec709_to_rec2020(rgba.rgb);
rgba.rgb = reinhard(rgba.rgb);
rgba.rgb = rec2020_to_rec709(rgba.rgb);
return rgba;
}
float4 PSDrawMultiplyTonemap(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
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 PSDrawPQ(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
rgba.rgb = st2084_to_linear(rgba.rgb) * multiplier;
rgba.rgb = rec2020_to_rec709(rgba.rgb);
return rgba;
}
float4 PSDrawTonemapPQ(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
rgba.rgb = st2084_to_linear(rgba.rgb) * multiplier;
rgba.rgb = reinhard(rgba.rgb);
rgba.rgb = rec2020_to_rec709(rgba.rgb);
return rgba;
}
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 DrawAlphaDivideTonemap
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawAlphaDivideTonemap(vert_in);
}
}
technique DrawAlphaDivideR10L
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawAlphaDivideR10L(vert_in);
}
}
technique DrawNonlinearAlpha
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawNonlinearAlpha(vert_in);
}
}
technique DrawNonlinearAlphaMultiply
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawNonlinearAlphaMultiply(vert_in);
}
}
technique DrawSrgbDecompress
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawSrgbDecompress(vert_in);
}
}
technique DrawSrgbDecompressMultiply
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawSrgbDecompressMultiply(vert_in);
}
}
technique DrawMultiply
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawMultiply(vert_in);
}
}
technique DrawTonemap
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawTonemap(vert_in);
}
}
technique DrawMultiplyTonemap
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawMultiplyTonemap(vert_in);
}
}
technique DrawPQ
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawPQ(vert_in);
}
}
technique DrawTonemapPQ
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawTonemapPQ(vert_in);
}
}