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split alpha.hlsl
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// Copyright 2022 Shugen002
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
// (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF
// CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
// Version: 0.2
// Usage: Load this file as shader in shader filter of Xaymar's OBS StreamFX Plugin.
// (https://obsproject.com/forum/resources/streamfx-for-obs%C2%AE-studio.578/)
// Suggest to apply this shader as a scene filter.
// version history:
// 0.1: initial release
// 0.2: fix for premuliply alpha
// Always provided by OBS
uniform float4x4 ViewProj<
bool automatic = true;
string name = "View Projection Matrix";
>;
uniform texture2d InputA<
bool automatic = true;
>;
// ---------- Shader Code
sampler_state def_sampler {
AddressU = Clamp;
AddressV = Clamp;
Filter = Linear;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData vtx) {
vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
return vtx;
}
float4 PSTemplate(VertData vtx) : TARGET {
float2 uv = vtx.uv;
if(uv.x <= 0.75){
float4 rgb= InputA.Sample(def_sampler, uv);
rgb.r /= rgb.a;
rgb.g /= rgb.a;
rgb.b /= rgb.a;
rgb.a = 1.0;
return rgb;
}
else{
uv.x = uv.x - 0.75;
float4 rgb1= InputA.Sample(def_sampler, uv);
uv.x = uv.x + 0.25;
float4 rgb2= InputA.Sample(def_sampler, uv);
uv.x = uv.x + 0.25;
float4 rgb3= InputA.Sample(def_sampler, uv);
return float4(rgb1.a, rgb2.a, rgb3.a, 1.0);
}
}
technique Draw
{
pass
{
vertex_shader = VSDefault(vtx);
pixel_shader = PSTemplate(vtx);
}
}