Scripting Tutorial Halftone Filter Listing - obsproject/obs-studio GitHub Wiki
Complete source code of the Scripting Tutorial Halftone Filter.
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).
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
// 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);
}
}
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);
}
}
]]