File: posterize.effect

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obs-retro-effects 1.0.1-1
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uniform float4x4 ViewProj;
uniform texture2d image;
uniform texture2d color_source;
uniform float2 uv_size;
uniform float levels;
uniform float4 color_1;
uniform float4 color_2;

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;
}

float4 mainImageColor(VertData v_in) : TARGET
{
	float4 color = image.Sample(textureSampler, v_in.uv);
	color.rgb = round(color.rgb * levels) / levels;
	return color;
}

float4 mainImageColorMap(VertData v_in) : TARGET
{
	float4 color = image.Sample(textureSampler, v_in.uv);
	float lum = color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
	lum = round(lum * levels) / levels;
	float4 c = lerp(color_1, color_2, float4(lum, lum, lum, lum));
	c.a *= color.a;
	return c;
}

float4 mainImageSourceColorMap(VertData v_in) : TARGET
{
	float4 color = image.Sample(textureSampler, v_in.uv);
	float lum = color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
	lum = round(lum * levels) / levels;
	//float4 c = lerp(color_1, color_2, float4(lum, lum, lum, lum));
	float4 c = color_source.Sample(textureSampler, float2(lum, 0.5));
	c.a *= color.a;
	return c;
}

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

technique DrawColorMap
{
	pass
	{
		vertex_shader = mainTransform(v_in);
		pixel_shader = mainImageColorMap(v_in);
	}
}

technique DrawSourceColorMap
{
	pass
	{
		vertex_shader = mainTransform(v_in);
		pixel_shader = mainImageSourceColorMap(v_in);
	}
}