585 lines
12 KiB
Plaintext
585 lines
12 KiB
Plaintext
/******************************************************************************
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Copyright (C) 2014 by Hugh Bailey <obs.jim@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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uniform float width;
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uniform float height;
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uniform float width_i;
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uniform float width_d2;
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uniform float height_d2;
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uniform float width_x2_i;
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uniform float4 color_vec0;
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uniform float4 color_vec1;
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uniform float4 color_vec2;
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uniform float3 color_range_min = {0.0, 0.0, 0.0};
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uniform float3 color_range_max = {1.0, 1.0, 1.0};
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uniform texture2d image;
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uniform texture2d image1;
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uniform texture2d image2;
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uniform texture2d image3;
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sampler_state def_sampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct FragPos {
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float4 pos : POSITION;
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};
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struct VertTexPos {
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float2 uv : TEXCOORD0;
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float4 pos : POSITION;
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};
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struct VertPosWide {
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float3 pos_wide : TEXCOORD0;
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float4 pos : POSITION;
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};
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struct VertTexPosWide {
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float3 uuv : TEXCOORD0;
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float4 pos : POSITION;
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};
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struct FragTex {
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float2 uv : TEXCOORD0;
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};
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struct FragPosWide {
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float3 pos_wide : TEXCOORD0;
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};
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struct FragTexWide {
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float3 uuv : TEXCOORD0;
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};
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FragPos VSPos(uint id : VERTEXID)
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{
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float idHigh = float(id >> 1);
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float idLow = float(id & uint(1));
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float x = idHigh * 4.0 - 1.0;
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float y = idLow * 4.0 - 1.0;
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FragPos vert_out;
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vert_out.pos = float4(x, y, 0.0, 1.0);
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return vert_out;
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}
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VertTexPosWide VSTexPos_Left(uint id : VERTEXID)
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{
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float idHigh = float(id >> 1);
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float idLow = float(id & uint(1));
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float x = idHigh * 4.0 - 1.0;
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float y = idLow * 4.0 - 1.0;
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float u_right = idHigh * 2.0;
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float u_left = u_right - width_i;
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float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
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VertTexPosWide vert_out;
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vert_out.uuv = float3(u_left, u_right, v);
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vert_out.pos = float4(x, y, 0.0, 1.0);
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return vert_out;
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}
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VertTexPos VSTexPosHalf_Reverse(uint id : VERTEXID)
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{
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float idHigh = float(id >> 1);
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float idLow = float(id & uint(1));
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float x = idHigh * 4.0 - 1.0;
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float y = idLow * 4.0 - 1.0;
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float u = idHigh * 2.0;
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float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
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VertTexPos vert_out;
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vert_out.uv = float2(width_d2 * u, height * v);
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vert_out.pos = float4(x, y, 0.0, 1.0);
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return vert_out;
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}
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VertTexPos VSTexPosHalfHalf_Reverse(uint id : VERTEXID)
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{
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float idHigh = float(id >> 1);
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float idLow = float(id & uint(1));
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float x = idHigh * 4.0 - 1.0;
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float y = idLow * 4.0 - 1.0;
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float u = idHigh * 2.0;
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float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
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VertTexPos vert_out;
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vert_out.uv = float2(width_d2 * u, height_d2 * v);
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vert_out.pos = float4(x, y, 0.0, 1.0);
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return vert_out;
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}
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VertPosWide VSPosWide_Reverse(uint id : VERTEXID)
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{
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float idHigh = float(id >> 1);
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float idLow = float(id & uint(1));
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float x = idHigh * 4.0 - 1.0;
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float y = idLow * 4.0 - 1.0;
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float u = idHigh * 2.0;
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float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
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VertPosWide vert_out;
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vert_out.pos_wide = float3(float2(width, width_d2) * u, height * v);
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vert_out.pos = float4(x, y, 0.0, 1.0);
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return vert_out;
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}
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float PS_Y(FragPos frag_in) : TARGET
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{
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float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
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float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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return y;
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}
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float2 PS_UV_Wide(FragTexWide frag_in) : TARGET
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{
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float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
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float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
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float3 rgb = (rgb_left + rgb_right) * 0.5;
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float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
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float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
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return float2(u, v);
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}
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float PS_U(FragPos frag_in) : TARGET
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{
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float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
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float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
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return u;
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}
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float PS_V(FragPos frag_in) : TARGET
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{
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float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
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float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
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return v;
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}
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float PS_U_Wide(FragTexWide frag_in) : TARGET
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{
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float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
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float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
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float3 rgb = (rgb_left + rgb_right) * 0.5;
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float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
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return u;
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}
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float PS_V_Wide(FragTexWide frag_in) : TARGET
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{
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float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
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float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
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float3 rgb = (rgb_left + rgb_right) * 0.5;
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float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
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return v;
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}
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float3 YUV_to_RGB(float3 yuv)
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{
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yuv = clamp(yuv, color_range_min, color_range_max);
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float r = dot(color_vec0.xyz, yuv) + color_vec0.w;
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float g = dot(color_vec1.xyz, yuv) + color_vec1.w;
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float b = dot(color_vec2.xyz, yuv) + color_vec2.w;
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return float3(r, g, b);
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}
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float3 PSUYVY_Reverse(FragTex frag_in) : TARGET
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{
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float4 y2uv = image.Load(int3(frag_in.uv.xy, 0));
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float2 y01 = y2uv.yw;
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float2 cbcr = y2uv.zx;
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float leftover = frac(frag_in.uv.x);
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float y = (leftover < 0.5) ? y01.x : y01.y;
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float3 yuv = float3(y, cbcr);
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float3 rgb = YUV_to_RGB(yuv);
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return rgb;
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}
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float3 PSYUY2_Reverse(FragTex frag_in) : TARGET
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{
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float4 y2uv = image.Load(int3(frag_in.uv.xy, 0));
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float2 y01 = y2uv.zx;
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float2 cbcr = y2uv.yw;
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float leftover = frac(frag_in.uv.x);
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float y = (leftover < 0.5) ? y01.x : y01.y;
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float3 yuv = float3(y, cbcr);
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float3 rgb = YUV_to_RGB(yuv);
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return rgb;
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}
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float3 PSYVYU_Reverse(FragTex frag_in) : TARGET
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{
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float4 y2uv = image.Load(int3(frag_in.uv.xy, 0));
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float2 y01 = y2uv.zx;
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float2 cbcr = y2uv.wy;
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float leftover = frac(frag_in.uv.x);
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float y = (leftover < 0.5) ? y01.x : y01.y;
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float3 yuv = float3(y, cbcr);
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float3 rgb = YUV_to_RGB(yuv);
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return rgb;
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}
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float3 PSPlanar420_Reverse(VertTexPos frag_in) : TARGET
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{
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float y = image.Load(int3(frag_in.pos.xy, 0)).x;
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int3 xy0_chroma = int3(frag_in.uv, 0);
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float cb = image1.Load(xy0_chroma).x;
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float cr = image2.Load(xy0_chroma).x;
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float3 yuv = float3(y, cb, cr);
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float3 rgb = YUV_to_RGB(yuv);
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return rgb;
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}
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float4 PSPlanar420A_Reverse(VertTexPos frag_in) : TARGET
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{
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int3 xy0_luma = int3(frag_in.pos.xy, 0);
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float y = image.Load(xy0_luma).x;
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int3 xy0_chroma = int3(frag_in.uv, 0);
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float cb = image1.Load(xy0_chroma).x;
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float cr = image2.Load(xy0_chroma).x;
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float alpha = image3.Load(xy0_luma).x;
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float3 yuv = float3(y, cb, cr);
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float4 rgba = float4(YUV_to_RGB(yuv), alpha);
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return rgba;
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}
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float3 PSPlanar422_Reverse(FragPosWide frag_in) : TARGET
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{
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float y = image.Load(int3(frag_in.pos_wide.xz, 0)).x;
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int3 xy0_chroma = int3(frag_in.pos_wide.yz, 0);
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float cb = image1.Load(xy0_chroma).x;
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float cr = image2.Load(xy0_chroma).x;
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float3 yuv = float3(y, cb, cr);
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float3 rgb = YUV_to_RGB(yuv);
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return rgb;
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}
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float4 PSPlanar422A_Reverse(FragPosWide frag_in) : TARGET
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{
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int3 xy0_luma = int3(frag_in.pos_wide.xz, 0);
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float y = image.Load(xy0_luma).x;
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int3 xy0_chroma = int3(frag_in.pos_wide.yz, 0);
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float cb = image1.Load(xy0_chroma).x;
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float cr = image2.Load(xy0_chroma).x;
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float alpha = image3.Load(xy0_luma).x;
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float3 yuv = float3(y, cb, cr);
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float4 rgba = float4(YUV_to_RGB(yuv), alpha);
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return rgba;
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}
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float3 PSPlanar444_Reverse(FragPos frag_in) : TARGET
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{
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int3 xy0 = int3(frag_in.pos.xy, 0);
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float y = image.Load(xy0).x;
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float cb = image1.Load(xy0).x;
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float cr = image2.Load(xy0).x;
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float3 yuv = float3(y, cb, cr);
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float3 rgb = YUV_to_RGB(yuv);
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return rgb;
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}
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float4 PSPlanar444A_Reverse(FragPos frag_in) : TARGET
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{
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int3 xy0 = int3(frag_in.pos.xy, 0);
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float y = image.Load(xy0).x;
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float cb = image1.Load(xy0).x;
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float cr = image2.Load(xy0).x;
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float alpha = image3.Load(xy0).x;
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float3 yuv = float3(y, cb, cr);
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float4 rgba = float4(YUV_to_RGB(yuv), alpha);
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return rgba;
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}
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float4 PSAYUV_Reverse(FragPos frag_in) : TARGET
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{
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float4 yuva = image.Load(int3(frag_in.pos.xy, 0));
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float4 rgba = float4(YUV_to_RGB(yuva.xyz), yuva.a);
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return rgba;
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}
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float3 PSNV12_Reverse(VertTexPos frag_in) : TARGET
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{
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float y = image.Load(int3(frag_in.pos.xy, 0)).x;
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float2 cbcr = image1.Load(int3(frag_in.uv, 0)).xy;
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float3 yuv = float3(y, cbcr);
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float3 rgb = YUV_to_RGB(yuv);
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return rgb;
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}
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float3 PSY800_Limited(FragPos frag_in) : TARGET
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{
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float limited = image.Load(int3(frag_in.pos.xy, 0)).x;
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float full = (255.0 / 219.0) * limited - (16.0 / 219.0);
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return float3(full, full, full);
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}
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float3 PSY800_Full(FragPos frag_in) : TARGET
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{
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float3 full = image.Load(int3(frag_in.pos.xy, 0)).xxx;
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return full;
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}
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float4 PSRGB_Limited(FragPos frag_in) : TARGET
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{
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float4 rgba = image.Load(int3(frag_in.pos.xy, 0));
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rgba.rgb = (255.0 / 219.0) * rgba.rgb - (16.0 / 219.0);
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return rgba;
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}
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float3 PSBGR3_Limited(FragPos frag_in) : TARGET
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{
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float x = frag_in.pos.x * 3.0;
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float y = frag_in.pos.y;
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float b = image.Load(int3(x - 1.0, y, 0)).x;
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float g = image.Load(int3(x, y, 0)).x;
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float r = image.Load(int3(x + 1.0, y, 0)).x;
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float3 rgb = float3(r, g, b);
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rgb = (255.0 / 219.0) * rgb - (16.0 / 219.0);
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return rgb;
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}
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float3 PSBGR3_Full(FragPos frag_in) : TARGET
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{
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float x = frag_in.pos.x * 3.0;
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float y = frag_in.pos.y;
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float b = image.Load(int3(x - 1.0, y, 0)).x;
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float g = image.Load(int3(x, y, 0)).x;
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float r = image.Load(int3(x + 1.0, y, 0)).x;
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float3 rgb = float3(r, g, b);
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return rgb;
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}
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technique Planar_Y
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{
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pass
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{
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vertex_shader = VSPos(id);
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pixel_shader = PS_Y(frag_in);
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}
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}
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technique Planar_U
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{
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pass
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{
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vertex_shader = VSPos(id);
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pixel_shader = PS_U(frag_in);
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}
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}
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technique Planar_V
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{
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pass
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{
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vertex_shader = VSPos(id);
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pixel_shader = PS_V(frag_in);
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}
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}
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technique Planar_U_Left
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{
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pass
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{
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vertex_shader = VSTexPos_Left(id);
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pixel_shader = PS_U_Wide(frag_in);
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}
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}
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technique Planar_V_Left
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{
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pass
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{
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vertex_shader = VSTexPos_Left(id);
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pixel_shader = PS_V_Wide(frag_in);
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}
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}
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technique NV12_Y
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{
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pass
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{
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vertex_shader = VSPos(id);
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pixel_shader = PS_Y(frag_in);
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}
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}
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technique NV12_UV
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{
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pass
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{
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vertex_shader = VSTexPos_Left(id);
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pixel_shader = PS_UV_Wide(frag_in);
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}
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}
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technique UYVY_Reverse
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{
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pass
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{
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vertex_shader = VSTexPosHalf_Reverse(id);
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pixel_shader = PSUYVY_Reverse(frag_in);
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}
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}
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technique YUY2_Reverse
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{
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pass
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{
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vertex_shader = VSTexPosHalf_Reverse(id);
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pixel_shader = PSYUY2_Reverse(frag_in);
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}
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}
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technique YVYU_Reverse
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{
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pass
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{
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vertex_shader = VSTexPosHalf_Reverse(id);
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pixel_shader = PSYVYU_Reverse(frag_in);
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}
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}
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technique I420_Reverse
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{
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pass
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{
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vertex_shader = VSTexPosHalfHalf_Reverse(id);
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pixel_shader = PSPlanar420_Reverse(frag_in);
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}
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}
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technique I40A_Reverse
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{
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pass
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{
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vertex_shader = VSTexPosHalfHalf_Reverse(id);
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pixel_shader = PSPlanar420A_Reverse(frag_in);
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}
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}
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technique I422_Reverse
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{
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pass
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{
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vertex_shader = VSPosWide_Reverse(id);
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pixel_shader = PSPlanar422_Reverse(frag_in);
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}
|
|
}
|
|
|
|
technique I42A_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosWide_Reverse(id);
|
|
pixel_shader = PSPlanar422A_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I444_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSPlanar444_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique YUVA_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSPlanar444A_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique AYUV_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSAYUV_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique NV12_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
pixel_shader = PSNV12_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique Y800_Limited
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSY800_Limited(frag_in);
|
|
}
|
|
}
|
|
|
|
technique Y800_Full
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSY800_Full(frag_in);
|
|
}
|
|
}
|
|
|
|
technique RGB_Limited
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSRGB_Limited(frag_in);
|
|
}
|
|
}
|
|
|
|
technique BGR3_Limited
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSBGR3_Limited(frag_in);
|
|
}
|
|
}
|
|
|
|
technique BGR3_Full
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSBGR3_Full(frag_in);
|
|
}
|
|
}
|