obs-studio/plugins/obs-transitions/data/stinger_matte_transition.effect
jpark37 6a871d3f66 obs-transitions: Add HDR support to stinger
Regular SDR/HDR stingers, and SDR track matte should work. HDR track
matte might work, but would take a carefully crafted video that takes
the SDR white level into account, and this hasn't been tested.
2022-07-30 20:34:34 -07:00

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uniform float4x4 ViewProj;
uniform texture2d a_tex;
uniform texture2d b_tex;
uniform texture2d matte_tex;
uniform bool invert_matte;
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;
}
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 StingerMatte(VertData f_in)
{
float2 uv = f_in.uv;
float4 a_color = a_tex.Sample(textureSampler, uv);
float4 b_color = b_tex.Sample(textureSampler, uv);
float4 matte_color = matte_tex.Sample(textureSampler, uv);
// RGB -> Luma conversion using Rec. 709 factors
float matte_luma = (
(matte_color.x * 0.2126) +
(matte_color.y * 0.7152) +
(matte_color.z * 0.0722)
);
// if matte invert is enabled, invert the matte color
matte_luma = (invert_matte ? (1.0 - matte_luma) : matte_luma);
float4 rgba = lerp(a_color, b_color, matte_luma);
return rgba;
}
float4 PSStingerMatte(VertData f_in) : TARGET
{
float4 rgba = StingerMatte(f_in);
rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
return rgba;
}
float4 PSStingerMatteLinear(VertData f_in) : TARGET
{
float4 rgba = StingerMatte(f_in);
return rgba;
}
technique StingerMatte
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSStingerMatte(f_in);
}
}
technique StingerMatteLinear
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSStingerMatteLinear(f_in);
}
}