So, basically, I'm trying to make a OBS Filter that displaces the pixels based on a lightmap/luminance map. I decided to learn how to make a filter by following this tutorial. But, in this tutorial, they don't explain much in terms of pixel displacement. So, I made a function that basically gets the brightness value of a texture I input and tested it by changing the pixel's alpha value with the red value of the texture:
float4 get_displacement(float2 position)
{
float2 pattern_uv = position / pattern_size;
float4 pattern_sample = pattern_texture.Sample(linear_wrap, pattern_uv / scale);
return pattern_sample;
}
float4 pixel_shader(pixel_data pixel) : TARGET
{
float4 source_sample = image.Sample(linear_wrap, pixel.uv);
if (pattern_size.x <= 0){
return source_sample;
}
float2 position = pixel.uv * float2(width, height);
float4 lightmap = get_displacement(position);
return float4(source_sample.rgb, lightmap.r);
return source_sample;
}
Which results to this (Note: The green is from a colour source that's behind the image to show the alpha value)
But, for some reason, when I try it with the vertex_shader, the function that decides where the pixel is rendered at, it seems to not work:
pixel_data vertex_shader(vertex_data vertex)
{
pixel_data pixel;
pixel.uv = vertex.uv;
if (pattern_size.x <= 0){
pixel.pos = mul(float4(vertex.pos.xyz, 1.0), ViewProj);
return pixel;
}
float2 position = vertex.uv * float2(width, height);
float4 lightmap = get_displacement(position);
pixel.pos = mul(float4(vertex.pos.x + (lightmap.r * testRamp1), vertex.pos.yz, 1.0), ViewProj);
return pixel;
}
(Note: testRamp1 is used as a value that I can change from a slider inside of OBS via some filter Properties)
The result that I'm expecting is something similar to this To see if the issue was from me changing the XY position, I tested it using this function:
pixel_data vertex_shader(vertex_data vertex)
{
pixel_data pixel;
pixel.uv = vertex.uv;
pixel.pos = mul(float4(vertex.pos.x + 100, vertex.pos.yz, 1.0), ViewProj);
return pixel;
}
And it gave me an expected result. I also changed the 100 with the testRamp1 value, and it works just the same based on the value of the slider.
So, I then tested if it was from the pixels needing to all move the same distance as each other. So, I change the function to this:
pixel_data vertex_shader(vertex_data vertex)
{
pixel_data pixel;
pixel.uv = vertex.uv;
pixel.pos = mul(float4(vertex.pos.x + (vertex.uv.x * testRamp1), vertex.pos.yz, 1.0), ViewProj);
return pixel;
}
Which then gives me either a squashed image when testRamp1 is set to a negative value, and it gives me a stretched image when it's set it to a positive value.
But as soon as I try to get the value of an image, may it be the pattern or from the source image, it no longer works(not even the filter parameters appear). For example, I used, this function to use the values of the source image:
pixel_data vertex_shader(vertex_data vertex)
{
pixel_data pixel;
float4 source_sample = image.Sample(linear_wrap, vertex.uv);
pixel.uv = vertex.uv;
pixel.pos = mul(float4(vertex.pos.x + (source_sample.r * testRamp1), vertex.pos.yz, 1.0), ViewProj);
return pixel;
}
At this point, I'm at a loss of words as to what could be causing this issue