diff --git a/libobs/data/bicubic_scale.effect b/libobs/data/bicubic_scale.effect index 2bd59105fe83e0c0fe8a1e6b1f050903828858f4..67ebb8900e6ce48504db3688c13e6d324153f3fb 100644 --- a/libobs/data/bicubic_scale.effect +++ b/libobs/data/bicubic_scale.effect @@ -10,6 +10,7 @@ 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 float2 base_dimension_i; +uniform float undistort_factor = 1.0; sampler_state textureSampler { Filter = Linear; @@ -63,21 +64,41 @@ float4 weight4(float x) weight(x + 1.0)); } -float4 pixel(float xpos, float ypos) +float AspectUndistortX(float x, float a) { - return image.Sample(textureSampler, float2(xpos, ypos)); + // The higher the power, the longer the linear part will be. + return (1.0 - a) * (x * x * x * x * x) + a * x; } -float4 get_line(float ypos, float4 xpos, float4 linetaps) +float AspectUndistortU(float u) +{ + // Normalize texture coord to -1.0 to 1.0 range, and back. + return AspectUndistortX((u - 0.5) * 2.0, undistort_factor) * 0.5 + 0.5; +} + +float2 pixel_coord(float xpos, float ypos) +{ + return float2(AspectUndistortU(xpos), ypos); +} + +float4 pixel(float xpos, float ypos, bool undistort) +{ + if (undistort) + return image.Sample(textureSampler, pixel_coord(xpos, ypos)); + else + return image.Sample(textureSampler, float2(xpos, ypos)); +} + +float4 get_line(float ypos, float4 xpos, float4 linetaps, bool undistort) { return - pixel(xpos.r, ypos) * linetaps.r + - pixel(xpos.g, ypos) * linetaps.g + - pixel(xpos.b, ypos) * linetaps.b + - pixel(xpos.a, ypos) * linetaps.a; + pixel(xpos.r, ypos, undistort) * linetaps.r + + pixel(xpos.g, ypos, undistort) * linetaps.g + + pixel(xpos.b, ypos, undistort) * linetaps.b + + pixel(xpos.a, ypos, undistort) * linetaps.a; } -float4 DrawBicubic(VertData v_in) +float4 DrawBicubic(VertData v_in, bool undistort) { float2 stepxy = base_dimension_i; float2 pos = v_in.uv + stepxy * 0.5; @@ -100,20 +121,20 @@ float4 DrawBicubic(VertData v_in) ); return - get_line(xystart.y , xpos, rowtaps) * coltaps.r + - get_line(xystart.y + stepxy.y , xpos, rowtaps) * coltaps.g + - get_line(xystart.y + stepxy.y * 2.0, xpos, rowtaps) * coltaps.b + - get_line(xystart.y + stepxy.y * 3.0, xpos, rowtaps) * coltaps.a; + get_line(xystart.y , xpos, rowtaps, undistort) * coltaps.r + + get_line(xystart.y + stepxy.y , xpos, rowtaps, undistort) * coltaps.g + + get_line(xystart.y + stepxy.y * 2.0, xpos, rowtaps, undistort) * coltaps.b + + get_line(xystart.y + stepxy.y * 3.0, xpos, rowtaps, undistort) * coltaps.a; } -float4 PSDrawBicubicRGBA(VertData v_in) : TARGET +float4 PSDrawBicubicRGBA(VertData v_in, bool undistort) : TARGET { - return DrawBicubic(v_in); + return DrawBicubic(v_in, undistort); } float4 PSDrawBicubicMatrix(VertData v_in) : TARGET { - float4 rgba = DrawBicubic(v_in); + float4 rgba = DrawBicubic(v_in, false); float4 yuv; yuv.xyz = clamp(rgba.xyz, color_range_min, color_range_max); @@ -125,7 +146,16 @@ technique Draw pass { vertex_shader = VSDefault(v_in); - pixel_shader = PSDrawBicubicRGBA(v_in); + pixel_shader = PSDrawBicubicRGBA(v_in, false); + } +} + +technique DrawUndistort +{ + pass + { + vertex_shader = VSDefault(v_in); + pixel_shader = PSDrawBicubicRGBA(v_in, true); } } diff --git a/libobs/data/lanczos_scale.effect b/libobs/data/lanczos_scale.effect index b10034c556c340dde2e4632a67d49017be5b23fa..4fc6453fcd80cd5c66c0b99c4f24f72966ad1ecd 100644 --- a/libobs/data/lanczos_scale.effect +++ b/libobs/data/lanczos_scale.effect @@ -10,6 +10,7 @@ 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 float2 base_dimension_i; +uniform float undistort_factor = 1.0; sampler_state textureSampler { @@ -64,24 +65,44 @@ float3 weight3(float x, float scale) weight((x * 2.0 + 2.0 * 2.0 - 3.0) * scale, 3.0)); } -float4 pixel(float xpos, float ypos) +float AspectUndistortX(float x, float a) { - return image.Sample(textureSampler, float2(xpos, ypos)); + // The higher the power, the longer the linear part will be. + return (1.0 - a) * (x * x * x * x * x) + a * x; +} + +float AspectUndistortU(float u) +{ + // Normalize texture coord to -1.0 to 1.0 range, and back. + return AspectUndistortX((u - 0.5) * 2.0, undistort_factor) * 0.5 + 0.5; +} + +float2 pixel_coord(float xpos, float ypos) +{ + return float2(AspectUndistortU(xpos), ypos); +} + +float4 pixel(float xpos, float ypos, bool undistort) +{ + if (undistort) + return image.Sample(textureSampler, pixel_coord(xpos, ypos)); + else + return image.Sample(textureSampler, float2(xpos, ypos)); } float4 get_line(float ypos, float3 xpos1, float3 xpos2, float3 rowtap1, - float3 rowtap2) + float3 rowtap2, bool undistort) { return - pixel(xpos1.r, ypos) * rowtap1.r + - pixel(xpos1.g, ypos) * rowtap2.r + - pixel(xpos1.b, ypos) * rowtap1.g + - pixel(xpos2.r, ypos) * rowtap2.g + - pixel(xpos2.g, ypos) * rowtap1.b + - pixel(xpos2.b, ypos) * rowtap2.b; + pixel(xpos1.r, ypos, undistort) * rowtap1.r + + pixel(xpos1.g, ypos, undistort) * rowtap2.r + + pixel(xpos1.b, ypos, undistort) * rowtap1.g + + pixel(xpos2.r, ypos, undistort) * rowtap2.g + + pixel(xpos2.g, ypos, undistort) * rowtap1.b + + pixel(xpos2.b, ypos, undistort) * rowtap2.b; } -float4 DrawLanczos(FragData v_in) +float4 DrawLanczos(FragData v_in, bool undistort) { float2 stepxy = base_dimension_i; float2 pos = v_in.uv + stepxy * 0.5; @@ -106,22 +127,22 @@ float4 DrawLanczos(FragData v_in) float3 xpos2 = float3(xystart.x + stepxy.x * 3.0, xystart.x + stepxy.x * 4.0, xystart.x + stepxy.x * 5.0); return - get_line(xystart.y , xpos1, xpos2, rowtap1, rowtap2) * coltap1.r + - get_line(xystart.y + stepxy.y , xpos1, xpos2, rowtap1, rowtap2) * coltap2.r + - get_line(xystart.y + stepxy.y * 2.0, xpos1, xpos2, rowtap1, rowtap2) * coltap1.g + - get_line(xystart.y + stepxy.y * 3.0, xpos1, xpos2, rowtap1, rowtap2) * coltap2.g + - get_line(xystart.y + stepxy.y * 4.0, xpos1, xpos2, rowtap1, rowtap2) * coltap1.b + - get_line(xystart.y + stepxy.y * 5.0, xpos1, xpos2, rowtap1, rowtap2) * coltap2.b; + get_line(xystart.y , xpos1, xpos2, rowtap1, rowtap2, undistort) * coltap1.r + + get_line(xystart.y + stepxy.y , xpos1, xpos2, rowtap1, rowtap2, undistort) * coltap2.r + + get_line(xystart.y + stepxy.y * 2.0, xpos1, xpos2, rowtap1, rowtap2, undistort) * coltap1.g + + get_line(xystart.y + stepxy.y * 3.0, xpos1, xpos2, rowtap1, rowtap2, undistort) * coltap2.g + + get_line(xystart.y + stepxy.y * 4.0, xpos1, xpos2, rowtap1, rowtap2, undistort) * coltap1.b + + get_line(xystart.y + stepxy.y * 5.0, xpos1, xpos2, rowtap1, rowtap2, undistort) * coltap2.b; } -float4 PSDrawLanczosRGBA(FragData v_in) : TARGET +float4 PSDrawLanczosRGBA(FragData v_in, bool undistort) : TARGET { - return DrawLanczos(v_in); + return DrawLanczos(v_in, undistort); } float4 PSDrawLanczosMatrix(FragData v_in) : TARGET { - float4 rgba = DrawLanczos(v_in); + float4 rgba = DrawLanczos(v_in, false); float4 yuv; yuv.xyz = clamp(rgba.xyz, color_range_min, color_range_max); @@ -133,7 +154,16 @@ technique Draw pass { vertex_shader = VSDefault(v_in); - pixel_shader = PSDrawLanczosRGBA(v_in); + pixel_shader = PSDrawLanczosRGBA(v_in, false); + } +} + +technique DrawUndistort +{ + pass + { + vertex_shader = VSDefault(v_in); + pixel_shader = PSDrawLanczosRGBA(v_in, true); } }