obs-studio/plugins/obs-transitions/data/fade_transition.effect
2022-07-30 16:19:08 -07:00

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uniform float4x4 ViewProj;
uniform texture2d tex_a;
uniform texture2d tex_b;
uniform float fade_val;
sampler_state textureSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertData {
float2 uv : TEXCOORD0;
float4 pos : POSITION;
};
struct FragData {
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData v_in)
{
VertData vert_out;
vert_out.uv = v_in.uv;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
return vert_out;
}
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 Fade(FragData f_in)
{
float4 a_val = tex_a.Sample(textureSampler, f_in.uv);
float4 b_val = tex_b.Sample(textureSampler, f_in.uv);
float4 rgba = lerp(a_val, b_val, fade_val);
return rgba;
}
float4 PSFade(FragData f_in) : TARGET
{
float4 rgba = Fade(f_in);
rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
return rgba;
}
float4 PSFadeLinear(FragData f_in) : TARGET
{
float4 rgba = Fade(f_in);
return rgba;
}
float4 FadeSingle(FragData f_in)
{
float4 a_val = tex_a.Sample(textureSampler, f_in.uv);
float4 rgba = a_val * fade_val;
return rgba;
}
float4 PSFadeSingle(FragData f_in) : TARGET
{
float4 rgba = FadeSingle(f_in);
return rgba;
}
technique Fade
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSFade(f_in);
}
}
technique FadeLinear
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSFadeLinear(f_in);
}
}
technique FadeSingle
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSFadeSingle(f_in);
}
}