libobs: Add low resolution bilinear scale effect

This effect preserves detail of images that are scaled below half size
by using sampling 9 pixels.
This commit is contained in:
jp9000
2015-04-06 07:09:47 -07:00
parent b18e957d81
commit 65517ea4cf
4 changed files with 100 additions and 0 deletions

View File

@@ -0,0 +1,84 @@
/*
* bilinear low res scaling, samples 9 pixels of a larger image to scale to a
* low resolution image below half size
*/
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float4x4 color_matrix;
uniform float3 color_range_min = {0.0, 0.0, 0.0};
uniform float3 color_range_max = {1.0, 1.0, 1.0};
uniform float2 base_dimension_i;
sampler_state textureSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData v_in)
{
VertData vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
float4 pixel(float2 uv)
{
return image.Sample(textureSampler, uv);
}
float4 DrawLowresBilinear(VertData v_in)
{
float2 stepxy = base_dimension_i;
float4 output;
output = pixel(v_in.uv);
output += pixel(v_in.uv + float2(-stepxy.x, -stepxy.y));
output += pixel(v_in.uv + float2(-stepxy.x, 0.0));
output += pixel(v_in.uv + float2(-stepxy.x, stepxy.y));
output += pixel(v_in.uv + float2( 0.0, -stepxy.y));
output += pixel(v_in.uv + float2( 0.0, stepxy.y));
output += pixel(v_in.uv + float2( stepxy.x, -stepxy.y));
output += pixel(v_in.uv + float2( stepxy.x, 0.0));
output += pixel(v_in.uv + float2( stepxy.x, stepxy.y));
return output / float4(9.0, 9.0, 9.0, 9.0);
}
float4 PSDrawLowresBilinearRGBA(VertData v_in) : TARGET
{
return DrawLowresBilinear(v_in);
}
float4 PSDrawLowresBilinearMatrix(VertData v_in) : TARGET
{
float4 yuv = DrawLowresBilinear(v_in);
yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
return saturate(mul(float4(yuv.xyz, 1.0), color_matrix));
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawLowresBilinearRGBA(v_in);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawLowresBilinearMatrix(v_in);
}
}