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