Scripting Tutorial Halftone Filter Listing - obsproject/obs-studio GitHub Wiki

Complete source code of the Scripting Tutorial Halftone Filter.

First part

In the first part, a minimal video effect is proposed. Use it as a starting point for your project.

Copy both files in the same directory, add the script in OBS, add the filter to a source. Don't forget to reload the script after any modification of the Lua file, and to restart OBS after any modification of the effect file (the compiled effect is cached).

Lua script filter-halftone.lua

obs = obslua

-- Returns the description displayed in the Scripts window
function script_description()
  return [[<center><h2>Halftone Filter</h2></center>
  <p>This Lua script adds a video filter named <it>Halftone</it>. The filter can be added
  to a video source to reduce the number of colors of the input picture. It reproduces
  the style of a magnified printed picture.</p>]]
end

-- Called on script startup
function script_load(settings)
  obs.obs_register_source(source_info)
end

-- Definition of the global variable containing the source_info structure
source_info = {}
source_info.id = 'filter-halftone'              -- Unique string identifier of the source type
source_info.type = obs.OBS_SOURCE_TYPE_FILTER   -- INPUT or FILTER or TRANSITION
source_info.output_flags = obs.OBS_SOURCE_VIDEO -- Combination of VIDEO/AUDIO/ASYNC/etc

-- Returns the name displayed in the list of filters
source_info.get_name = function()
  return "Halftone"
end

-- Creates the implementation data for the source
source_info.create = function(settings, source)

  -- Initializes the custom data table
  local data = {}
  data.source = source -- Keeps a reference to this filter as a source object
  data.width = 1       -- Dummy value during initialization phase
  data.height = 1      -- Dummy value during initialization phase

  -- Compiles the effect
  obs.obs_enter_graphics()
  local effect_file_path = script_path() .. 'filter-halftone.effect.hlsl'
  data.effect = obs.gs_effect_create_from_file(effect_file_path, nil)
  obs.obs_leave_graphics()

  -- Calls the destroy function if the effect was not compiled properly
  if data.effect == nil then
    obs.blog(obs.LOG_ERROR, "Effect compilation failed for " .. effect_file_path)
    source_info.destroy(data)
    return nil
  end

  -- Retrieves the shader uniform variables
  data.params = {}
  data.params.width = obs.gs_effect_get_param_by_name(data.effect, "width")
  data.params.height = obs.gs_effect_get_param_by_name(data.effect, "height")
  data.params.gamma = obs.gs_effect_get_param_by_name(data.effect, "gamma")
  data.params.gamma_shift = obs.gs_effect_get_param_by_name(data.effect, "gamma_shift")
  data.params.amplitude = obs.gs_effect_get_param_by_name(data.effect, "amplitude")
  data.params.scale = obs.gs_effect_get_param_by_name(data.effect, "scale")
  data.params.number_of_color_levels = obs.gs_effect_get_param_by_name(data.effect, "number_of_color_levels")

  -- Calls update to initialize the rest of the properties-managed settings
  source_info.update(data, settings)

  return data
end

-- Destroys and release resources linked to the custom data
source_info.destroy = function(data)
  if data.effect ~= nil then
    obs.obs_enter_graphics()
    obs.gs_effect_destroy(data.effect)
    data.effect = nil
    obs.obs_leave_graphics()
  end
end

-- Returns the width of the source
source_info.get_width = function(data)
  return data.width
end

-- Returns the height of the source
source_info.get_height = function(data)
  return data.height
end

-- Called when rendering the source with the graphics subsystem
source_info.video_render = function(data)
  local parent = obs.obs_filter_get_parent(data.source)
  data.width = obs.obs_source_get_base_width(parent)
  data.height = obs.obs_source_get_base_height(parent)

  obs.obs_source_process_filter_begin(data.source, obs.GS_RGBA, obs.OBS_NO_DIRECT_RENDERING)

  -- Effect parameters initialization goes here
  obs.gs_effect_set_int(data.params.width, data.width)
  obs.gs_effect_set_int(data.params.height, data.height)
  obs.gs_effect_set_float(data.params.gamma, data.gamma)
  obs.gs_effect_set_float(data.params.gamma_shift, data.gamma_shift)
  obs.gs_effect_set_float(data.params.amplitude, data.amplitude)
  obs.gs_effect_set_float(data.params.scale, data.scale)
  obs.gs_effect_set_int(data.params.number_of_color_levels, data.number_of_color_levels)

  obs.obs_source_process_filter_end(data.source, data.effect, data.width, data.height)
end

-- Sets the default settings for this source
source_info.get_defaults = function(settings)
  obs.obs_data_set_default_double(settings, "gamma", 1.0)
  obs.obs_data_set_default_double(settings, "gamma_shift", 0.0)
  obs.obs_data_set_default_double(settings, "scale", 1.0)
  obs.obs_data_set_default_double(settings, "amplitude", 0.2)
  obs.obs_data_set_default_int(settings, "number_of_color_levels", 4)
end

-- Gets the property information of this source
source_info.get_properties = function(data)
  local props = obs.obs_properties_create()
  obs.obs_properties_add_float_slider(props, "gamma", "Gamma encoding exponent", 1.0, 2.2, 0.2)
  obs.obs_properties_add_float_slider(props, "gamma_shift", "Gamma shift", -2.0, 2.0, 0.01)
  obs.obs_properties_add_float_slider(props, "scale", "Pattern scale", 0.01, 10.0, 0.01)
  obs.obs_properties_add_float_slider(props, "amplitude", "Perturbation amplitude", 0.0, 2.0, 0.01)
  obs.obs_properties_add_int_slider(props, "number_of_color_levels", "Number of color levels", 2, 10, 1)

  return props
end

-- Updates the internal data for this source upon settings change
source_info.update = function(data, settings)
  data.gamma = obs.obs_data_get_double(settings, "gamma")
  data.gamma_shift = obs.obs_data_get_double(settings, "gamma_shift")
  data.scale = obs.obs_data_get_double(settings, "scale")
  data.amplitude = obs.obs_data_get_double(settings, "amplitude")
  data.number_of_color_levels = obs.obs_data_get_int(settings, "number_of_color_levels")
end

Effect file filter-halftone.effect.hlsl

// OBS-specific syntax adaptation to HLSL standard to avoid errors reported by the code editor
#define SamplerState sampler_state
#define Texture2D texture2d

// Uniform variables set by OBS (required)
uniform float4x4 ViewProj; // View-projection matrix used in the vertex shader
uniform Texture2D image;   // Texture containing the source picture

// General properties
uniform float gamma = 1.0;
uniform float gamma_shift = 0.6;
uniform int number_of_color_levels = 4.0;

// Size of the source picture
uniform int width;
uniform int height;

// Constants
#define PI 3.141592653589793238

// General properties
uniform float amplitude = 0.2;
uniform float scale = 1.0;

// Interpolation method and wrap mode for sampling a texture
SamplerState linear_clamp
{
    Filter    = Linear;     // Anisotropy / Point / Linear
    AddressU  = Clamp;      // Wrap / Clamp / Mirror / Border / MirrorOnce
    AddressV  = Clamp;      // Wrap / Clamp / Mirror / Border / MirrorOnce
    BorderColor = 00000000; // Used only with Border edges (optional)
};

// Data type of the input of the vertex shader
struct vertex_data
{
    float4 pos : POSITION;  // Homogeneous space coordinates XYZW
    float2 uv  : TEXCOORD0; // UV coordinates in the source picture
};

// Data type of the output returned by the vertex shader, and used as input 
// for the pixel shader after interpolation for each pixel
struct pixel_data
{
    float4 pos : POSITION;  // Homogeneous screen coordinates XYZW
    float2 uv  : TEXCOORD0; // UV coordinates in the source picture
};

// Vertex shader used to compute position of rendered pixels and pass UV
pixel_data vertex_shader_halftone(vertex_data vertex)
{
    pixel_data pixel;
    pixel.pos = mul(float4(vertex.pos.xyz, 1.0), ViewProj);
    pixel.uv  = vertex.uv;
    return pixel;
}

float3 decode_gamma(float3 color, float exponent, float shift)
{
    return pow(clamp(color, 0.0, 1.0), exponent - shift);
}

float3 encode_gamma(float3 color, float exponent)
{
    return pow(clamp(color, 0.0, 1.0), 1.0/exponent);
}

// Pixel shader used to compute an RGBA color at a given pixel position
float4 pixel_shader_halftone(pixel_data pixel) : TARGET
{
    float4 source_sample = image.Sample(linear_clamp, pixel.uv);
    float3 linear_color = decode_gamma(source_sample.rgb, gamma, gamma_shift);

    float luminance = dot(linear_color, float3(0.299, 0.587, 0.114));
    float2 position = pixel.uv * float2(width, height);
    float perturbation = amplitude * cos(PI*position.x/scale/4.0) * cos(PI*position.y/scale/4.0);
    float3 result = (luminance + perturbation).xxx;

    result = round((number_of_color_levels-1)*result)/(number_of_color_levels-1);

    return float4(encode_gamma(result, gamma), source_sample.a);
}

technique Draw
{
    pass
    {
        vertex_shader = vertex_shader_halftone(vertex);
        pixel_shader  = pixel_shader_halftone(pixel);
    }
}

Second part

In the second part, functions to use textures for a bitmap dithering pattern and a palette are added. The Lua file contains the effect file:

obs = obslua

-- Returns the description displayed in the Scripts window
function script_description()
  return [[<center><h2>Halftone Filter</h2></center>
  <p>This Lua script adds a video filter named <it>Halftone</it>. The filter can be added
  to a video source to reduce the number of colors of the input picture. It reproduces
  the style of a magnified printed picture.</p>]]
end

-- Called on script startup
function script_load(settings)
  obs.obs_register_source(source_info)
end

-- Definition of the global variable containing the source_info structure
source_info = {}
source_info.id = 'filter-halftone'              -- Unique string identifier of the source type
source_info.type = obs.OBS_SOURCE_TYPE_FILTER   -- INPUT or FILTER or TRANSITION
source_info.output_flags = obs.OBS_SOURCE_VIDEO -- Combination of VIDEO/AUDIO/ASYNC/etc

-- Returns the name displayed in the list of filters
source_info.get_name = function()
  return "Halftone"
end

-- Creates the implementation data for the source
source_info.create = function(settings, source)

  -- Initializes the custom data table
  local data = {}
  data.source = source -- Keeps a reference to this filter as a source object
  data.width = 1       -- Dummy value during initialization phase
  data.height = 1      -- Dummy value during initialization phase

  -- Compiles the effect
  obs.obs_enter_graphics()
  -- local effect_file_path = script_path() .. 'filter-halftone-evolution.effect.hlsl'
  -- data.effect = obs.gs_effect_create_from_file(effect_file_path, nil)
  data.effect = obs.gs_effect_create(EFFECT, "halftone_effect_code", nil)
  obs.obs_leave_graphics()

  -- Calls the destroy function if the effect was not compiled properly
  if data.effect == nil then
    obs.blog(obs.LOG_ERROR, "Effect compilation failed")
    source_info.destroy(data)
    return nil
  end

  -- Retrieves the shader uniform variables
  data.params = {}
  data.params.width = obs.gs_effect_get_param_by_name(data.effect, "width")
  data.params.height = obs.gs_effect_get_param_by_name(data.effect, "height")
  data.params.gamma = obs.gs_effect_get_param_by_name(data.effect, "gamma")
  data.params.gamma_shift = obs.gs_effect_get_param_by_name(data.effect, "gamma_shift")
  data.params.amplitude = obs.gs_effect_get_param_by_name(data.effect, "amplitude")
  data.params.scale = obs.gs_effect_get_param_by_name(data.effect, "scale")
  data.params.number_of_color_levels = obs.gs_effect_get_param_by_name(data.effect, "number_of_color_levels")

  data.params.offset = obs.gs_effect_get_param_by_name(data.effect, "offset")

  data.params.pattern_texture = obs.gs_effect_get_param_by_name(data.effect, "pattern_texture")
  data.params.pattern_size = obs.gs_effect_get_param_by_name(data.effect, "pattern_size")
  data.params.pattern_gamma = obs.gs_effect_get_param_by_name(data.effect, "pattern_gamma")

  data.params.palette_texture = obs.gs_effect_get_param_by_name(data.effect, "palette_texture")
  data.params.palette_size = obs.gs_effect_get_param_by_name(data.effect, "palette_size")
  data.params.palette_gamma = obs.gs_effect_get_param_by_name(data.effect, "palette_gamma")

  -- Calls update to initialize the rest of the properties-managed settings
  source_info.update(data, settings)

  return data
end

-- Destroys and release resources linked to the custom data
source_info.destroy = function(data)
  if data.effect ~= nil then
    obs.obs_enter_graphics()
    obs.gs_effect_destroy(data.effect)
    data.effect = nil
    obs.obs_leave_graphics()
  end
end

-- Returns the width of the source
source_info.get_width = function(data)
  return data.width
end

-- Returns the height of the source
source_info.get_height = function(data)
  return data.height
end

function set_texture_effect_parameters(image, param_texture, param_size, nanoseconds)
  local size = obs.vec2()
  if image then
    obs.gs_image_file_tick(image, nanoseconds)
    obs.gs_image_file_update_texture(image)
    obs.gs_effect_set_texture(param_texture, image.texture)
    obs.vec2_set(size, image.cx, image.cy)
  else
    obs.vec2_set(size, -1, -1)
  end
  obs.gs_effect_set_vec2(param_size, size)
end

-- Called when rendering the source with the graphics subsystem
source_info.video_render = function(data)
  local parent = obs.obs_filter_get_parent(data.source)
  data.width = obs.obs_source_get_base_width(parent)
  data.height = obs.obs_source_get_base_height(parent)

  obs.obs_source_process_filter_begin(data.source, obs.GS_RGBA, obs.OBS_NO_DIRECT_RENDERING)

  -- Effect parameters initialization goes here
  obs.gs_effect_set_int(data.params.width, data.width)
  obs.gs_effect_set_int(data.params.height, data.height)
  obs.gs_effect_set_float(data.params.gamma, data.gamma)
  obs.gs_effect_set_float(data.params.gamma_shift, data.gamma_shift)
  obs.gs_effect_set_float(data.params.amplitude, data.amplitude)
  obs.gs_effect_set_float(data.params.scale, data.scale)
  obs.gs_effect_set_int(data.params.number_of_color_levels, data.number_of_color_levels)

  obs.gs_effect_set_float(data.params.offset, data.offset)

  -- Pattern texture
  set_texture_effect_parameters(data.pattern, data.params.pattern_texture,
                                data.params.pattern_size, data.nanoseconds)
  obs.gs_effect_set_float(data.params.pattern_gamma, data.pattern_gamma)

  -- Palette texture
  set_texture_effect_parameters(data.palette, data.params.palette_texture,
                                data.params.palette_size, data.nanoseconds)
  obs.gs_effect_set_float(data.params.palette_gamma, data.palette_gamma)


  obs.obs_source_process_filter_end(data.source, data.effect, data.width, data.height)
end

-- Sets the default settings for this source
source_info.get_defaults = function(settings)
  obs.obs_data_set_default_double(settings, "gamma", 1.0)
  obs.obs_data_set_default_double(settings, "gamma_shift", 0.0)
  obs.obs_data_set_default_double(settings, "scale", 1.0)
  obs.obs_data_set_default_double(settings, "amplitude", 0.2)
  obs.obs_data_set_default_int(settings, "number_of_color_levels", 4)

  obs.obs_data_set_default_double(settings, "offset", 0.0)

  obs.obs_data_set_default_string(settings, "pattern_path", "")
  obs.obs_data_set_default_double(settings, "pattern_gamma", 1.0)
  obs.obs_data_set_default_string(settings, "palette_path", "")
  obs.obs_data_set_default_double(settings, "palette_gamma", 1.0)

end

-- Properties "modified callback" to set visible flags of the displayed properties
function set_properties_visibility(props, property, settings)

  local pattern = string.len(obslua.obs_data_get_string(settings, "pattern_path")) > 0
  local palette = string.len(obslua.obs_data_get_string(settings, "palette_path")) > 0

  obs.obs_property_set_visible(obs.obs_properties_get(props, "pattern_reset"), pattern)
  obs.obs_property_set_visible(obs.obs_properties_get(props, "pattern_gamma"), pattern)

  obs.obs_property_set_visible(obs.obs_properties_get(props, "number_of_color_levels"), not palette)
  obs.obs_property_set_visible(obs.obs_properties_get(props, "palette_reset"), palette)
  obs.obs_property_set_visible(obs.obs_properties_get(props, "palette_gamma"), palette)

  return true
end


-- Gets the property information of this source
source_info.get_properties = function(data)
  print("In source_info.get_properties")

  local props = obs.obs_properties_create()

  local gprops = obs.obs_properties_create()
  obs.obs_properties_add_group(props, "input", "Input Source", obs.OBS_GROUP_NORMAL, gprops)
  obs.obs_properties_add_float_slider(gprops, "gamma", "Gamma encoding exponent", 1.0, 2.2, 0.2)
  obs.obs_properties_add_float_slider(gprops, "gamma_shift", "Gamma shift", -2.0, 2.0, 0.01)

  gprops = obs.obs_properties_create()
  obs.obs_properties_add_group(props, "pattern", "Dithering Pattern", obs.OBS_GROUP_NORMAL, gprops)
  obs.obs_properties_add_float_slider(gprops, "scale", "Pattern scale", 0.01, 10.0, 0.01)
  obs.obs_properties_add_float_slider(gprops, "amplitude", "Dithering amplitude", -2.0, 2.0, 0.01)
  obs.obs_properties_add_float_slider(gprops, "offset", "Dithering luminosity shift", -2.0, 2.0, 0.01)

  local p = obs.obs_properties_add_path(gprops, "pattern_path", "Pattern texture", obs.OBS_PATH_FILE,
                              "Picture (*.png *.bmp *.jpg *.gif)", nil)
  obs.obs_property_set_modified_callback(p, set_properties_visibility)
  obs.obs_properties_add_float_slider(gprops, "pattern_gamma", "Pattern gamma exponent", 1.0, 2.2, 0.2)
  obs.obs_properties_add_button(gprops, "pattern_reset", "Reset pattern texture", function(properties, property)
    obs.obs_data_set_string(data.settings, "pattern_path", ""); data.pattern = nil;
    set_properties_visibility(properties, property, data.settings); return true; end)

  gprops = obs.obs_properties_create()
  obs.obs_properties_add_group(props, "palette", "Color palette", obs.OBS_GROUP_NORMAL, gprops)
  obs.obs_properties_add_int_slider(gprops, "number_of_color_levels", "Number of color levels", 2, 10, 1)
  p = obs.obs_properties_add_path(gprops, "palette_path", "Palette texture", obs.OBS_PATH_FILE,
                              "Picture (*.png *.bmp *.jpg *.gif)", nil)
  obs.obs_property_set_modified_callback(p, set_properties_visibility)
  obs.obs_properties_add_float_slider(gprops, "palette_gamma", "Palette gamma exponent", 1.0, 2.2, 0.2)
  obs.obs_properties_add_button(gprops, "palette_reset", "Reset palette texture", function(properties, property)
    obs.obs_data_set_string(data.settings, "palette_path", ""); data.palette = nil;
    set_properties_visibility(properties, property, data.settings); return true; end)

  return props
end

-- Called each frame
source_info.video_tick = function(data, seconds)
  data.nanoseconds = seconds*1e9
end


-- Returns new texture and free current texture if loaded
function load_texture(path, current_texture)

  obs.obs_enter_graphics()

  -- Free any existing image
  if current_texture then
    obs.gs_image_file_free(current_texture)
  end

  -- Loads and inits image for texture
  local new_texture = nil
  if string.len(path) > 0 then
    new_texture = obs.gs_image_file()
    obs.gs_image_file_init(new_texture, path)
    if new_texture.loaded then
      obs.gs_image_file_init_texture(new_texture)
    else
      obs.blog(obs.LOG_ERROR, "Cannot load image " .. path)
      obs.gs_image_file_free(current_texture)
      new_texture = nil
    end
  end

  obs.obs_leave_graphics()
  return new_texture
end

-- Updates the internal data for this source upon settings change
source_info.update = function(data, settings)
  data.gamma = obs.obs_data_get_double(settings, "gamma")
  data.gamma_shift = obs.obs_data_get_double(settings, "gamma_shift")
  data.scale = obs.obs_data_get_double(settings, "scale")
  data.amplitude = obs.obs_data_get_double(settings, "amplitude")
  data.number_of_color_levels = obs.obs_data_get_int(settings, "number_of_color_levels")

  -- Keeps a reference on the settings
  data.settings = settings

  data.offset = obs.obs_data_get_double(settings, "offset")

  local pattern_path = obs.obs_data_get_string(settings, "pattern_path")
  if data.loaded_pattern_path ~= pattern_path then
    data.pattern = load_texture(pattern_path, data.pattern)
    data.loaded_pattern_path = pattern_path
  end
  data.pattern_gamma = obs.obs_data_get_double(settings, "pattern_gamma")

  local palette_path = obs.obs_data_get_string(settings, "palette_path")
  if data.loaded_palette_path ~= palette_path then
    data.palette = load_texture(palette_path, data.palette)
    data.loaded_palette_path = palette_path
  end
  data.palette_gamma = obs.obs_data_get_double(settings, "palette_gamma")

end

EFFECT = [[

  // OBS-specific syntax adaptation to HLSL standard to avoid errors reported by the code editor
  #define SamplerState sampler_state
  #define Texture2D texture2d
  
  // Uniform variables set by OBS (required)
  uniform float4x4 ViewProj; // View-projection matrix used in the vertex shader
  uniform Texture2D image;   // Texture containing the source picture
  
  // General properties
  uniform float gamma = 1.0;
  uniform float gamma_shift = 0.6;
  uniform int number_of_color_levels = 4.0;
  
  // Size of the source picture
  uniform int width;
  uniform int height;
  
  // Constants
  #define PI 3.141592653589793238
  
  // General properties
  uniform float amplitude = 0.2;
  uniform float scale = 1.0;
  uniform float offset = 0.5;
  
  // Pattern texture
  uniform Texture2D pattern_texture;
  uniform float2 pattern_size = {-1.0, -1.0};
  uniform float pattern_gamma = 1.0;
  
  // Palette texture
  uniform Texture2D palette_texture;
  uniform float2 palette_size = {-1.0, -1.0};
  uniform float palette_gamma = 1.0;
  
  // Interpolation method and wrap mode for sampling a texture
  SamplerState linear_clamp
  {
      Filter    = Linear;     // Anisotropy / Point / Linear
      AddressU  = Clamp;      // Wrap / Clamp / Mirror / Border / MirrorOnce
      AddressV  = Clamp;      // Wrap / Clamp / Mirror / Border / MirrorOnce
      BorderColor = 00000000; // Used only with Border edges (optional)
  };
  
  SamplerState linear_wrap
  {
      Filter    = Linear; 
      AddressU  = Wrap;
      AddressV  = Wrap;
  };
  
  SamplerState point_clamp
  {
      Filter    = Point; 
      AddressU  = Clamp;
      AddressV  = Clamp;
  };
  
  // Data type of the input of the vertex shader
  struct vertex_data
  {
      float4 pos : POSITION;  // Homogeneous space coordinates XYZW
      float2 uv  : TEXCOORD0; // UV coordinates in the source picture
  };
  
  // Data type of the output returned by the vertex shader, and used as input 
  // for the pixel shader after interpolation for each pixel
  struct pixel_data
  {
      float4 pos : POSITION;  // Homogeneous screen coordinates XYZW
      float2 uv  : TEXCOORD0; // UV coordinates in the source picture
  };
  
  // Vertex shader used to compute position of rendered pixels and pass UV
  pixel_data vertex_shader_halftone(vertex_data vertex)
  {
      pixel_data pixel;
      pixel.pos = mul(float4(vertex.pos.xyz, 1.0), ViewProj);
      pixel.uv  = vertex.uv;
      return pixel;
  }
  
  float3 decode_gamma(float3 color, float exponent, float shift)
  {
      return pow(clamp(color, 0.0, 1.0), exponent - shift);
  }
  
  float3 encode_gamma(float3 color, float exponent)
  {
      return pow(clamp(color, 0.0, 1.0), 1.0/exponent);
  }
  
  float4 get_perturbation(float2 position)
  {
      if (pattern_size.x>0)
      {
          float2 pattern_uv = position / pattern_size;
          float4 pattern_sample = pattern_texture.Sample(linear_wrap, pattern_uv / scale);
          float3 linear_color = decode_gamma(pattern_sample.rgb, pattern_gamma, 0.0);
          return float4(2.0*(linear_color-0.5), pattern_sample.a);
      }
      else
          return float4((cos(PI*position.x/scale/4.0) * cos(PI*position.y/scale/4.0)).xxx, 1.0);
  }
  
  float4 get_closest_color(float3 input_color)
  {
      float4 result;
      if (palette_size.x>0)
      {
          float min_distance = 1e10;
          float2 pixel_size = 1.0 / min(256, palette_size);
          for (float u=pixel_size.x/2.0; u<1.0; u+=pixel_size.x)
              for (float v=pixel_size.y/2.0; v<1.0; v+=pixel_size.y)
              {
                  float4 palette_sample = palette_texture.Sample(point_clamp, float2(u, v));
                  float3 linear_color = decode_gamma(palette_sample.rgb, palette_gamma, 0.0);
  
                  float current_distance = distance(input_color, linear_color);
                  if (current_distance < min_distance)
                  {
                      result = float4(linear_color, palette_sample.a);
                      min_distance = current_distance;
                  }
              }
      }
      else
          result = float4(round((number_of_color_levels-1)*input_color)/(number_of_color_levels-1), 1.0);
  
      return result;
  }
  
  float4 pixel_shader_halftone(pixel_data pixel) : TARGET
  {
      float4 source_sample = image.Sample(linear_clamp, pixel.uv);
      float3 linear_color = decode_gamma(source_sample.rgb, gamma, gamma_shift);
  
      float2 position = pixel.uv * float2(width, height);
      float4 perturbation = get_perturbation(position);
  
      float3 perturbed_color = linear_color + offset + amplitude*perturbation.rgb;
  
      float4 closest_color = get_closest_color(clamp(perturbed_color, 0.0, 1.0));
  
      float mix_alpha = perturbation.a * closest_color.a;
      float3 mixed_color = lerp(source_sample.rgb, closest_color.rgb, mix_alpha);
  
      return float4(encode_gamma(mixed_color, gamma), source_sample.a);
  }
  
  
  technique Draw
  {
      pass
      {
          vertex_shader = vertex_shader_halftone(vertex);
          pixel_shader  = pixel_shader_halftone(pixel);
      }
  }
  
]]
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