File: source-mask.effect

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obs-advanced-masks 1.5.4-2
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#include "common.effect"

uniform float4x4 ViewProj;

uniform texture2d image;
uniform texture2d source_image;
uniform float2 source_image_size;
uniform float2 mask_image_size;
uniform float2 mask_offset;
uniform float2 mask_position;
uniform float2 positional_offset;
uniform float  mask_rotation;

uniform float4 channel_multipliers;
uniform float multiplier;
uniform bool invert;
uniform float threshold_value;
uniform float range_min;
uniform float range_max;

uniform float min_brightness;
uniform float max_brightness;
uniform float min_contrast;
uniform float max_contrast;
uniform float min_saturation;
uniform float max_saturation;
uniform float min_hue_shift;
uniform float max_hue_shift;

sampler_state textureSampler{
    Filter = Linear;
    AddressU = Clamp;
    AddressV = Clamp;
    MinLOD = 0;
    MaxLOD = 0;
};

// <ADDR_U> and <ADDR_V> are template
// parameters that are replaced by filter code.
sampler_state tiledSampler{
    Filter = Linear;
    AddressU = <ADDR_U>;
    AddressV = <ADDR_V>;
    MinLOD = 0;
    MaxLOD = 0;
    BorderColor = 00000000;
};

struct VertData
{
	float4 pos : POSITION;
	float2 uv : TEXCOORD0;
};


VertData mainTransform(VertData v_in)
{
	v_in.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
	return v_in;
}

float4 alphaImage(VertData v_in) : TARGET
{
#ifdef MANUAL_SCALING
	float2 coord = v_in.uv * source_image_size;
	float2 mask_uv = (coord-mask_position);
	mask_uv = float2(mask_uv.x * cos(mask_rotation) - mask_uv.y * sin(mask_rotation), mask_uv.x * sin(mask_rotation) + mask_uv.y * cos(mask_rotation));
	mask_uv += positional_offset * mask_image_size;
	mask_uv -= mask_offset;
	mask_uv = mask_uv / mask_image_size;
	float4 mask = source_image.Sample(tiledSampler, mask_uv);
#else
	float4 mask = source_image.Sample(textureSampler, v_in.uv);
#endif
	float alpha = multiplier * (mask.r * channel_multipliers.r + mask.g * channel_multipliers.g + mask.b * channel_multipliers.b + mask.a * channel_multipliers.a);
	float4 color = image.Sample(textureSampler, v_in.uv);
	return float4(color.rgb, color.a * (invert ? 1.0 - alpha : alpha));
}

float4 adjustmentsImage(VertData v_in) : TARGET
{
#ifdef MANUAL_SCALING
	float2 coord = v_in.uv * source_image_size;
	float2 mask_uv = (coord-mask_position);
	mask_uv = float2(mask_uv.x * cos(mask_rotation) - mask_uv.y * sin(mask_rotation), mask_uv.x * sin(mask_rotation) + mask_uv.y * cos(mask_rotation));
	mask_uv += positional_offset * mask_image_size;
	mask_uv -= mask_offset;
	mask_uv = mask_uv / mask_image_size;
	float4 mask = source_image.Sample(tiledSampler, mask_uv);
#else
	float4 mask = source_image.Sample(textureSampler, v_in.uv);
#endif
	float scale = multiplier * (mask.r * channel_multipliers.r + mask.g * channel_multipliers.g + mask.b * channel_multipliers.b + mask.a * channel_multipliers.a);
	scale = invert ? 1.0 - scale : scale;
	float4 color = image.Sample(textureSampler, v_in.uv);
	color = adjustments(
		color,
		lerp(min_brightness, max_brightness, scale),
		lerp(min_contrast, max_contrast, scale),
		lerp(min_saturation, max_saturation, scale),
		lerp(min_hue_shift, max_hue_shift, scale)
	);
	return color;
}

float4 alphaThresholdImage(VertData v_in) : TARGET
{
#ifdef MANUAL_SCALING
	float2 coord = v_in.uv * source_image_size;
	float2 mask_uv = (coord-mask_position);
	mask_uv = float2(mask_uv.x * cos(mask_rotation) - mask_uv.y * sin(mask_rotation), mask_uv.x * sin(mask_rotation) + mask_uv.y * cos(mask_rotation));
	mask_uv += positional_offset * mask_image_size;
	mask_uv -= mask_offset;
	mask_uv = mask_uv / mask_image_size;
	float4 mask = source_image.Sample(tiledSampler, mask_uv);
#else
	float4 mask = source_image.Sample(textureSampler, v_in.uv);
#endif
	float alpha = multiplier * (mask.r * channel_multipliers.r + mask.g * channel_multipliers.g + mask.b * channel_multipliers.b + mask.a * channel_multipliers.a);
	alpha = step(threshold_value, alpha);
	float4 color = image.Sample(textureSampler, v_in.uv);
	return float4(color.rgb, color.a * (invert ? 1.0 - alpha : alpha));
}

float4 adjustmentsThresholdImage(VertData v_in) : TARGET
{
#ifdef MANUAL_SCALING
	float2 coord = v_in.uv * source_image_size;
	float2 mask_uv = (coord-mask_position);
	mask_uv = float2(mask_uv.x * cos(mask_rotation) - mask_uv.y * sin(mask_rotation), mask_uv.x * sin(mask_rotation) + mask_uv.y * cos(mask_rotation));
	mask_uv += positional_offset * mask_image_size;
	mask_uv -= mask_offset;
	mask_uv = mask_uv / mask_image_size;
	float4 mask = source_image.Sample(tiledSampler, mask_uv);
#else
	float4 mask = source_image.Sample(textureSampler, v_in.uv);
#endif
	float scale = multiplier * (mask.r * channel_multipliers.r + mask.g * channel_multipliers.g + mask.b * channel_multipliers.b + mask.a * channel_multipliers.a);
	scale = step(threshold_value, scale);
	scale = invert ? 1.0 - scale : scale;
	float4 color = image.Sample(textureSampler, v_in.uv);
	color = adjustments(
		color,
		lerp(min_brightness, max_brightness, scale),
		lerp(min_contrast, max_contrast, scale),
		lerp(min_saturation, max_saturation, scale),
		lerp(min_hue_shift, max_hue_shift, scale)
	);
	return color;
}

float4 alphaRangeImage(VertData v_in) : TARGET
{
#ifdef MANUAL_SCALING
	float2 coord = v_in.uv * source_image_size;
	float2 mask_uv = (coord-mask_position);
	mask_uv = float2(mask_uv.x * cos(mask_rotation) - mask_uv.y * sin(mask_rotation), mask_uv.x * sin(mask_rotation) + mask_uv.y * cos(mask_rotation));
	mask_uv += positional_offset * mask_image_size;
	mask_uv -= mask_offset;
	mask_uv = mask_uv / mask_image_size;
	float4 mask = source_image.Sample(tiledSampler, mask_uv);
#else
	float4 mask = source_image.Sample(textureSampler, v_in.uv);
#endif
	float alpha = multiplier * (mask.r * channel_multipliers.r + mask.g * channel_multipliers.g + mask.b * channel_multipliers.b + mask.a * channel_multipliers.a);
	alpha = smoothstep(range_min, range_max, alpha);
	float4 color = image.Sample(textureSampler, v_in.uv);
	return float4(color.rgb, color.a * (invert ? 1.0 - alpha : alpha));
}

float4 adjustmentsRangeImage(VertData v_in) : TARGET
{
#ifdef MANUAL_SCALING
	float2 coord = v_in.uv * source_image_size;
	float2 mask_uv = (coord-mask_position);
	mask_uv = float2(mask_uv.x * cos(mask_rotation) - mask_uv.y * sin(mask_rotation), mask_uv.x * sin(mask_rotation) + mask_uv.y * cos(mask_rotation));
	mask_uv += positional_offset * mask_image_size;
	mask_uv -= mask_offset;
	mask_uv = mask_uv / mask_image_size;
	float4 mask = source_image.Sample(tiledSampler, mask_uv);
#else
	float4 mask = source_image.Sample(textureSampler, v_in.uv);
#endif
	float scale = multiplier * (mask.r * channel_multipliers.r + mask.g * channel_multipliers.g + mask.b * channel_multipliers.b + mask.a * channel_multipliers.a);
	scale = smoothstep(range_min, range_max, scale);
	scale = invert ? 1.0 - scale : scale;
	float4 color = image.Sample(textureSampler, v_in.uv);
	color = adjustments(
		color,
		lerp(min_brightness, max_brightness, scale),
		lerp(min_contrast, max_contrast, scale),
		lerp(min_saturation, max_saturation, scale),
		lerp(min_hue_shift, max_hue_shift, scale)
	);
	return color;
}

technique Alpha
{
	pass
	{
		vertex_shader = mainTransform(v_in);
		pixel_shader = alphaImage(v_in);
	}
}

technique Adjustments
{
	pass
	{
		vertex_shader = mainTransform(v_in);
		pixel_shader = adjustmentsImage(v_in);
	}
}

technique AlphaThreshold
{
	pass
	{
		vertex_shader = mainTransform(v_in);
		pixel_shader = alphaThresholdImage(v_in);
	}
}

technique AlphaRange
{
	pass
	{
		vertex_shader = mainTransform(v_in);
		pixel_shader = alphaRangeImage(v_in);
	}
}

technique AdjustmentsThreshold
{
	pass
	{
		vertex_shader = mainTransform(v_in);
		pixel_shader = adjustmentsThresholdImage(v_in);
	}
}

technique AdjustmentsRange
{
	pass
	{
		vertex_shader = mainTransform(v_in);
		pixel_shader = adjustmentsRangeImage(v_in);
	}
}