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OBS shaderfilter designed to clamp the value of a color the more desaturated it is
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// https://obsproject.com/forum/resources/obs-shaderfilter.1736/ | |
uniform float vmaxThreshold< | |
string label = "Threshold"; | |
string widget_type = "slider"; | |
float minimum = 0.0; | |
float maximum = 1.0; | |
float step = 0.001; | |
> = 0.2; //<Range(0.0, 1.0)> | |
// https://www.chilliant.com/rgb2hsv.html | |
float3 RGBtoHCV(in float3 RGB) | |
{ | |
float Epsilon = 1e-10; | |
// Based on work by Sam Hocevar and Emil Persson | |
float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0/3.0) : float4(RGB.gb, 0.0, -1.0/3.0); | |
float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx); | |
float C = Q.x - min(Q.w, Q.y); | |
float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z); | |
return float3(H, C, Q.x); | |
} | |
float3 HUEtoRGB(in float H) | |
{ | |
float R = abs(H * 6 - 3) - 1; | |
float G = 2 - abs(H * 6 - 2); | |
float B = 2 - abs(H * 6 - 4); | |
return saturate(float3(R,G,B)); | |
} | |
// RGB to HSV conversion | |
float3 RGBtoHSV(in float3 RGB) | |
{ | |
float Epsilon = 1e-10; | |
float3 HCV = RGBtoHCV(RGB); | |
float S = HCV.y / (HCV.z + Epsilon); | |
return float3(HCV.x, S, HCV.z); | |
} | |
// HSV to RGB conversion | |
float3 HSVtoRGB(in float3 HSV) | |
{ | |
float3 RGB = HUEtoRGB(HSV.x); | |
return ((RGB - 1) * HSV.y + 1) * HSV.z; | |
} | |
// Cubic ease-out function | |
float cubicEaseOut(float x) { | |
x = 1.0 - x; | |
return 1.0 - x * x * x; | |
} | |
float4 mainImage(VertData v_in) : TARGET | |
{ | |
float4 originalColor = image.Sample(textureSampler, v_in.uv); | |
float3 hsv = RGBtoHSV(originalColor.rgb); | |
// Clamp value as saturation decreases with cubic ease-out | |
float vmax = lerp(vmaxThreshold,1.0,cubicEaseOut(hsv.y)); | |
// Apply the value adjustment | |
hsv.z = min(hsv.z, vmax); | |
return float4(HSVtoRGB(hsv), originalColor.a); | |
} |
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