obs-studio/libobs/data/bicubic_scale.effect

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/*
* bicubic sharper (better for downscaling)
* note - this shader is adapted from the GPL bsnes shader, very good stuff
* there.
*/
#include "color.effect"
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float2 base_dimension;
uniform float2 base_dimension_i;
uniform float undistort_factor = 1.0;
uniform float multiplier;
sampler_state textureSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct VertOut {
float2 uv : TEXCOORD0;
float4 pos : POSITION;
};
struct FragData {
float2 uv : TEXCOORD0;
};
VertOut VSDefault(VertData v_in)
{
VertOut vert_out;
vert_out.uv = v_in.uv * base_dimension;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
return vert_out;
}
float4 weight4(float x)
{
/* Sharper version. May look better in some cases. B=0, C=0.75 */
return float4(
((-0.75 * x + 1.5) * x - 0.75) * x,
(1.25 * x - 2.25) * x * x + 1.0,
((-1.25 * x + 1.5) * x + 0.75) * x,
(0.75 * x - 0.75) * x * x);
}
float AspectUndistortX(float x, float a)
{
// The higher the power, the longer the linear part will be.
return (1.0 - a) * (x * x * x * x * x) + a * x;
}
float AspectUndistortU(float u)
{
// Normalize texture coord to -1.0 to 1.0 range, and back.
return AspectUndistortX((u - 0.5) * 2.0, undistort_factor) * 0.5 + 0.5;
}
float2 undistort_coord(float xpos, float ypos)
{
return float2(AspectUndistortU(xpos), ypos);
}
float4 undistort_pixel(float xpos, float ypos)
{
return image.Sample(textureSampler, undistort_coord(xpos, ypos));
}
float4 undistort_line(float4 xpos, float ypos, float4 rowtaps)
{
return undistort_pixel(xpos.x, ypos) * rowtaps.x +
undistort_pixel(xpos.y, ypos) * rowtaps.y +
undistort_pixel(xpos.z, ypos) * rowtaps.z +
undistort_pixel(xpos.w, ypos) * rowtaps.w;
}
float4 DrawBicubic(FragData f_in, bool undistort)
{
float2 pos = f_in.uv;
float2 pos1 = floor(pos - 0.5) + 0.5;
float2 f = pos - pos1;
float4 rowtaps = weight4(f.x);
float4 coltaps = weight4(f.y);
float2 uv1 = pos1 * base_dimension_i;
float2 uv0 = uv1 - base_dimension_i;
float2 uv2 = uv1 + base_dimension_i;
float2 uv3 = uv2 + base_dimension_i;
if (undistort) {
float4 xpos = float4(uv0.x, uv1.x, uv2.x, uv3.x);
return undistort_line(xpos, uv0.y, rowtaps) * coltaps.x +
undistort_line(xpos, uv1.y, rowtaps) * coltaps.y +
undistort_line(xpos, uv2.y, rowtaps) * coltaps.z +
undistort_line(xpos, uv3.y, rowtaps) * coltaps.w;
}
float u_weight_sum = rowtaps.y + rowtaps.z;
float u_middle_offset = rowtaps.z * base_dimension_i.x / u_weight_sum;
float u_middle = uv1.x + u_middle_offset;
float v_weight_sum = coltaps.y + coltaps.z;
float v_middle_offset = coltaps.z * base_dimension_i.y / v_weight_sum;
float v_middle = uv1.y + v_middle_offset;
int2 coord_top_left = int2(max(uv0 * base_dimension, 0.5));
int2 coord_bottom_right = int2(min(uv3 * base_dimension, base_dimension - 0.5));
float4 top = image.Load(int3(coord_top_left, 0)) * rowtaps.x;
top += image.Sample(textureSampler, float2(u_middle, uv0.y)) * u_weight_sum;
top += image.Load(int3(coord_bottom_right.x, coord_top_left.y, 0)) * rowtaps.w;
float4 total = top * coltaps.x;
float4 middle = image.Sample(textureSampler, float2(uv0.x, v_middle)) * rowtaps.x;
middle += image.Sample(textureSampler, float2(u_middle, v_middle)) * u_weight_sum;
middle += image.Sample(textureSampler, float2(uv3.x, v_middle)) * rowtaps.w;
total += middle * v_weight_sum;
float4 bottom = image.Load(int3(coord_top_left.x, coord_bottom_right.y, 0)) * rowtaps.x;
bottom += image.Sample(textureSampler, float2(u_middle, uv3.y)) * u_weight_sum;
bottom += image.Load(int3(coord_bottom_right, 0)) * rowtaps.w;
total += bottom * coltaps.w;
return total;
}
float4 PSDrawBicubicRGBA(FragData f_in, bool undistort) : TARGET
{
return DrawBicubic(f_in, undistort);
}
float4 PSDrawBicubicRGBAMultiply(FragData f_in, bool undistort) : TARGET
{
float4 rgba = DrawBicubic(f_in, undistort);
rgba.rgb *= multiplier;
return rgba;
}
float4 PSDrawBicubicRGBATonemap(FragData f_in, bool undistort) : TARGET
{
float4 rgba = DrawBicubic(f_in, undistort);
rgba.rgb = rec709_to_rec2020(rgba.rgb);
rgba.rgb = reinhard(rgba.rgb);
rgba.rgb = rec2020_to_rec709(rgba.rgb);
return rgba;
}
float4 PSDrawBicubicRGBAMultiplyTonemap(FragData f_in, bool undistort) : TARGET
{
float4 rgba = DrawBicubic(f_in, undistort);
rgba.rgb *= multiplier;
rgba.rgb = rec709_to_rec2020(rgba.rgb);
rgba.rgb = reinhard(rgba.rgb);
rgba.rgb = rec2020_to_rec709(rgba.rgb);
return rgba;
}
float4 PSDrawBicubicRGBADivide(FragData f_in) : TARGET
{
float4 rgba = DrawBicubic(f_in, false);
rgba.rgb *= max(1. / rgba.a, 0.);
return rgba;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBicubicRGBA(f_in, false);
}
}
technique DrawMultiply
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBicubicRGBAMultiply(f_in, false);
}
}
technique DrawTonemap
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBicubicRGBATonemap(f_in, false);
}
}
technique DrawMultiplyTonemap
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBicubicRGBAMultiplyTonemap(f_in, false);
}
}
technique DrawAlphaDivide
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBicubicRGBADivide(f_in);
}
}
technique DrawUndistort
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBicubicRGBA(f_in, true);
}
}
technique DrawUndistortMultiply
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBicubicRGBAMultiply(f_in, true);
}
}
technique DrawUndistortTonemap
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBicubicRGBATonemap(f_in, true);
}
}
technique DrawUndistortMultiplyTonemap
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBicubicRGBAMultiplyTonemap(f_in, true);
}
}