File: cathode-boot.effect

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obs-retro-effects 1.0.1-1
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uniform float4x4 ViewProj;
uniform texture2d image;
uniform float2 uv_size;
uniform float progress;
uniform float2 vert_range;
uniform float2 horiz_range;
uniform float2 fade_range;
uniform float2 thickness;
uniform float glow_size;
uniform float4 glow_color;
uniform float4 bg_color;

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

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;
}

float SDF(float2 coord, float2 dims)
{
	float2 dist = abs(coord) - dims;
	return min(max(dist.x, dist.y), 0.0f) + length(max(dist, float2(0.0f, 0.0f)));
}

float4 mainImage(VertData v_in) : TARGET
{
	// normalizes 0,1 position to -0.5,0.5
	// 0,0 is now center of frame
	float2 d = v_in.uv - float2(0.5, 0.5);
	
	// Normalized progress value (how far into the collapse we are)
	float2 progress_norm = float2(saturate((progress - horiz_range.x) / (horiz_range.y - horiz_range.x)), saturate((progress - vert_range.x) / (vert_range.y - vert_range.x)));
	// How far into the fade we are
	float progress_fade = saturate((progress - fade_range.x) / (fade_range.y - fade_range.x));

	float2 scale = progress_norm * (thickness - float2(1.0, 1.0)) + float2(1.0, 1.0);

	float2 offset = progress_norm * (thickness - float2(0.5, 0.5)) + float2(0.5, 0.5);
	float2 px_scale = floor(scale * uv_size);
	
	scale = px_scale / uv_size;
	
	offset = floor(offset * uv_size);
	float2 px_coord = floor(d * uv_size);
	
	d /= scale;
	
	float sdf_val = SDF(px_coord * 2.0f, px_scale);

	float2 uv = float2(0.5, 0.5) + d;
	bool inside = sdf_val <= 0.0f;
	
	float4 color = image.Sample(textureSampler, uv);
	//color.rgb += max(progress_norm.x, progress_norm.y);
	color = lerp(color, glow_color, max(progress_norm.x, progress_norm.y));
	
	float4 glow = saturate(lerp(bg_color, glow_color, 1.0 - (max(sdf_val, 0.0)) / glow_size));
	
	float4 c = inside ? color : glow;
	
	return c * (1.0 - progress_fade) + (progress_fade) * bg_color;
}

//float4 mainImage(VertData v_in) : TARGET
//{
//	// normalizes 0,1 position to -0.5,0.5
//	float2 d = v_in.uv - float2(0.5, 0.5);
//	// Normalized progress value (how far into the collapse we are)
//	float2 progress_norm = float2(saturate((progress - horiz_range.x) / (horiz_range.y - horiz_range.x)), saturate((progress - vert_range.x) / (vert_range.y - vert_range.x)));
//	// How far into the fade we are
//	float progress_fade = saturate((progress - fade_range.x) / (fade_range.y - fade_range.x));

//	float2 scale = progress_norm * (thickness - float2(1.0, 1.0)) + float2(1.0, 1.0);
//	float2 offset = progress_norm * (thickness - float2(0.5, 0.5)) + float2(0.5, 0.5);
//	scale = floor(scale * uv_size) / uv_size;
//	offset = floor(offset * uv_size);
	
//	float2 dd = abs(d) * uv_size - offset;
//	float dist = length(max(dd, 0.0)) + min(max(dd.x, dd.y), 0.0);
//	float glow = dist < 1.000001f ? 1.0 : 0.0;
//	//float glow = smoothstep(0.0, glow_size, glow_size - dist);
//	//float glow = 0.0f;
	
//	d /= scale;

//	float2 uv = float2(0.5, 0.5) + d;
//	float2 ap = step(abs(d), float2(0.5, 0.5)); // Thanks to twitch viewer
//	bool inside = ap.x * ap.y > 0.;             // FuleSnabel

//	float4 color = image.Sample(textureSampler, uv);
//	color.rgb += max(progress_norm.x, progress_norm.y);
//	return (inside ? color : float4(glow, glow, glow, 1.0)) * (1.0 - progress_fade) + (progress_fade) * float4(0.0, 0.0, 0.0, 1.0);
//}

technique Draw
{
	pass
	{
		vertex_shader = mainTransform(v_in);
		pixel_shader = mainImage(v_in);
	}
}