obs-studio/plugins/obs-filters/data/luma_key_filter.effect

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uniform float4x4 ViewProj;
uniform texture2d image;
uniform float lumaMax;
uniform float lumaMin;
uniform float lumaMaxSmooth;
uniform float lumaMinSmooth;
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 PSALumaKeyRGBA(VertData v_in) : TARGET
{
float4 rgba = image.Sample(textureSampler, v_in.uv);
rgba.rgb = max(float3(0.0, 0.0, 0.0), rgba.rgb / rgba.a);
float4 lumaCoef = float4(0.2989, 0.5870, 0.1140, 0.0);
float luminance = dot(rgba, lumaCoef);
float clo = smoothstep(lumaMin, lumaMin + lumaMinSmooth, luminance);
float chi = 1. - smoothstep(lumaMax - lumaMaxSmooth, lumaMax, luminance);
float amask = clo * chi;
return float4(rgba.rgb, amask);
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSALumaKeyRGBA(v_in);
}
}