libobs: Add DrawNonlinearAlpha technique
This allows OBS to mimic other programs that incorrectly use alpha. Requires premultiplied blend state.
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@ -33,6 +33,35 @@ float4 PSDrawAlphaDivide(VertInOut vert_in) : TARGET
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return float4(rgba.rgb * multiplier, alpha);
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}
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float srgb_linear_to_nonlinear_channel(float u)
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{
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return (u <= 0.0031308) ? (12.92 * u) : ((1.055 * pow(u, 1.0 / 2.4)) - 0.055);
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}
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float3 srgb_linear_to_nonlinear(float3 v)
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{
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return float3(srgb_linear_to_nonlinear_channel(v.r), srgb_linear_to_nonlinear_channel(v.g), srgb_linear_to_nonlinear_channel(v.b));
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}
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float srgb_nonlinear_to_linear_channel(float u)
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{
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return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
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}
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float3 srgb_nonlinear_to_linear(float3 v)
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{
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return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
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}
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float4 PSDrawNonlinearAlpha(VertInOut vert_in) : TARGET
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{
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float4 rgba = image.Sample(def_sampler, vert_in.uv);
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rgba.rgb = srgb_linear_to_nonlinear(rgba.rgb);
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rgba.rgb *= rgba.a;
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rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
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return rgba;
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}
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technique Draw
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{
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pass
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@ -50,3 +79,12 @@ technique DrawAlphaDivide
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pixel_shader = PSDrawAlphaDivide(vert_in);
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}
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}
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technique DrawNonlinearAlpha
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawNonlinearAlpha(vert_in);
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}
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}
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