obs-filters: Add color correction filter

Adds a color correction filter if one wishes to just apply
gamma/constrast/brightness/opacity/color to a source.
This commit is contained in:
jp9000
2015-03-21 18:34:29 -07:00
parent bd1ede883d
commit bee5b3a2d2
5 changed files with 243 additions and 0 deletions

View File

@@ -0,0 +1,67 @@
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 float4 color;
uniform float contrast;
uniform float brightness;
uniform float gamma;
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 CalcColor(float4 rgba)
{
return float4(pow(rgba.rgb, float3(gamma, gamma, gamma)) * contrast + brightness, rgba.a);
}
float4 PSColorFilterRGBA(VertData v_in) : TARGET
{
float4 rgba = image.Sample(textureSampler, v_in.uv) * color;
return CalcColor(rgba);
}
float4 PSColorFilterMatrix(VertData v_in) : TARGET
{
float4 yuv = image.Sample(textureSampler, v_in.uv);
yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
float4 rgba = saturate(mul(float4(yuv.xyz, 1.0), color_matrix)) * color;
return CalcColor(rgba);
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSColorFilterRGBA(v_in);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSColorFilterMatrix(v_in);
}
}

View File

@@ -1,3 +1,4 @@
ColorFilter="Color Correction"
MaskFilter="Image Mask/Blend"
AsyncDelayFilter="Video Delay (Async)"
CropFilter="Crop"