obs-studio/libobs/data/default_rect.effect
jpark37 05b507d900 libobs: DrawSrgbDecompressPremultiplied technique
Necessary for an upcoming fix to browser source.
2021-07-11 08:11:12 -07:00

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uniform float4x4 ViewProj;
uniform texture_rect image;
sampler_state def_sampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertInOut {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertInOut VSDefault(VertInOut vert_in)
{
VertInOut vert_out;
vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = vert_in.uv;
return vert_out;
}
float4 PSDrawBare(VertInOut vert_in) : TARGET
{
return image.Sample(def_sampler, vert_in.uv);
}
float4 PSDrawOpaque(VertInOut vert_in) : TARGET
{
return float4(image.Sample(def_sampler, vert_in.uv).rgb, 1.0);
}
float srgb_nonlinear_to_linear_channel(float u)
{
return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
}
float3 srgb_nonlinear_to_linear(float3 v)
{
return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
}
float4 PSDrawSrgbDecompressPremultiplied(VertInOut vert_in) : TARGET
{
float4 rgba = image.Sample(def_sampler, vert_in.uv);
rgba.rgb = max(float3(0.0, 0.0, 0.0), rgba.rgb / rgba.a);
rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
return rgba;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawBare(vert_in);
}
}
technique DrawOpaque
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawOpaque(vert_in);
}
}
technique DrawSrgbDecompressPremultiplied
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawSrgbDecompressPremultiplied(vert_in);
}
}