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- // Based on libretro shader https://github.com/libretro/common-shaders/blob/master/test/lab/misc/sharpness.cg
- // Converted to obs effect file by Nibbles
- uniform float4x4 ViewProj;
- uniform texture2d image;
- uniform float4x4 color_matrix;
- uniform float3 color_range_min = {0.0, 0.0, 0.0};
- uniform float3 color_range_max = {1.0, 1.0, 1.0};
- uniform texture2d target;
- uniform float4 color = {1.0, 1.0, 1.0, 1.0};
- uniform float sharpness;
- uniform float texture_width;
- uniform float texture_height;
- sampler_state def_sampler {
- Filter = Linear;
- AddressU = Clamp;
- AddressV = Clamp;
- };
- struct VertInOut {
- float4 pos : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct VertOut {
- float4 pos : POSITION;
- float4 col : COLOR;
- float2 uv : TEXCOORD0;
- };
- VertOut VSDefault(VertInOut vert_in)
- {
- VertOut vert_out;
- vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
- vert_out.uv = vert_in.uv;
- vert_out.col = color;
- return vert_out;
- }
- float4 PSDrawMatrix(VertOut vert_in) : TARGET
- {
- float numBlurPixelsPerSide = 4.0;
- float2 blurMultiplyVec = float2(1.0, 0.0);
- float2 blurMultiplyVec2 = float2(0.0, 1.0);
- float sigma = 4.0;
- float pi = 3.14159265;
- float blurSize = sharpness / 25;
- float3 incrementalGaussian = float3(1.0 / (sqrt(2.0 * pi) * sigma), exp(-0.5 / (sigma * sigma)), exp(-0.5 / (sigma * sigma)) * exp(-0.5 / (sigma * sigma)));
- float4 avgValue = vec4(0.0, 0.0, 0.0, 0.0);
- float coefficientSum = 0.0;
- avgValue += image.Sample(def_sampler, vert_in.uv) * incrementalGaussian.x;
- coefficientSum += incrementalGaussian.x;
- incrementalGaussian.xy *= incrementalGaussian.yz;
- for (float i = 1.0f; i <= numBlurPixelsPerSide; i++)
- {
- avgValue += image.Sample(def_sampler, vert_in.uv - i * blurSize * blurMultiplyVec) * incrementalGaussian.x;
- avgValue += image.Sample(def_sampler, vert_in.uv + i * blurSize * blurMultiplyVec) * incrementalGaussian.x;
- avgValue += image.Sample(def_sampler, vert_in.uv - i * blurSize * blurMultiplyVec2) * incrementalGaussian.x;
- avgValue += image.Sample(def_sampler, vert_in.uv + i * blurSize * blurMultiplyVec2) * incrementalGaussian.x;
- coefficientSum += 4 * incrementalGaussian.x;
- incrementalGaussian.xy *= incrementalGaussian.yz;
- }
- return avgValue / coefficientSum;
- }
- technique Draw
- {
- pass
- {
- vertex_shader = VSDefault(vert_in);
- pixel_shader = PSDrawMatrix(vert_in);
- }
- }
- technique DrawMatrix
- {
- pass
- {
- vertex_shader = VSDefault(vert_in);
- pixel_shader = PSDrawMatrix(vert_in);
- }
- }
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