obs-studio/libobs/data/premultiplied_alpha.effect

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uniform float4x4 ViewProj;
uniform texture2d image;
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 PSDraw(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
if (rgba.a > 0.0)
rgba.rgb /= rgba.a;
return saturate(rgba);
}
technique Draw
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDraw(vert_in);
}
}