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screen_flash_filter.effect
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screen_flash_filter.effect
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/*****************************************************************************
+Copyright (C) 2017 by Eric Rasmuson <[email protected]>
+
+This file is part of OBS.
+
+OBS is free software: you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation, either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program. If not, see <http://www.gnu.org/licenses/>.
+*****************************************************************************/
uniform float4x4 ViewProj;
uniform texture2d image;
uniform texture2d currentTex1;
uniform texture2d oldTex1;
uniform texture2d oldTex2;
uniform texture2d oldTex3;
uniform texture2d oldTex4;
uniform texture2d oldTex5;
uniform texture2d target; //final output of shader
uniform float4 color;
uniform float threshold1;
uniform float4 colorTarget;
sampler_state textureSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertDataIn {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct VertDataOut {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
bool checkTolerance(float ref, float tgt, float tol)
{
if (ref <= (tgt + tol) &&
ref >= (tgt - tol) )
{
return true;
}
else
{
return false;
}
return true;
}
VertDataOut VSDefault(VertDataIn v_in)
{
VertDataOut vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
float4 PSFilterFlash(VertDataOut v_in) : TARGET
{
float4 rgba = image.Sample(textureSampler, v_in.uv);
float4 currentF1 = currentTex1.Sample(textureSampler, v_in.uv);
float4 oldF1 = oldTex1.Sample(textureSampler, v_in.uv);
float4 oldF2 = oldTex2.Sample(textureSampler, v_in.uv);
float4 oldF3 = oldTex3.Sample(textureSampler, v_in.uv);
float4 oldF4 = oldTex4.Sample(textureSampler, v_in.uv);
float4 oldF5 = oldTex5.Sample(textureSampler, v_in.uv);
float tolerance = threshold1;
bool red = false;
bool green = false;
bool blue = false;
red = checkTolerance(oldF1.r,colorTarget.r,tolerance);
green = checkTolerance(oldF1.g,colorTarget.g,tolerance);
blue = checkTolerance(oldF1.b,colorTarget.b,tolerance);
if (red && green && blue)
{
red = checkTolerance(oldF2.r,colorTarget.r,tolerance);
green = checkTolerance(oldF2.g,colorTarget.g,tolerance);
blue = checkTolerance(oldF2.b,colorTarget.b,tolerance);
if (red && green && blue)
{
red = checkTolerance(oldF3.r,colorTarget.r,tolerance);
green = checkTolerance(oldF3.g,colorTarget.g,tolerance);
blue = checkTolerance(oldF3.b,colorTarget.b,tolerance);
if (red && green && blue)
{
red = checkTolerance(oldF4.r,colorTarget.r,tolerance);
green = checkTolerance(oldF4.g,colorTarget.g,tolerance);
blue = checkTolerance(oldF4.b,colorTarget.b,tolerance);
if (red && green && blue)
{
return oldF5;
}
else
{
return oldF4;
}
}
else
{
return oldF3;
}
}
else
{
return oldF2;
}
}
else
{
return oldF1;
}
return rgba;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSFilterFlash(v_in);
}
}