Skip to content

Instantly share code, notes, and snippets.

@littleq0903
Created December 8, 2023 15:20
Show Gist options
  • Save littleq0903/75472207e1abf4ad9db7c8aefdc83108 to your computer and use it in GitHub Desktop.
Save littleq0903/75472207e1abf4ad9db7c8aefdc83108 to your computer and use it in GitHub Desktop.
Unfish Lua Script
-- Inspired by Corner Pin effect filter v1.1 by khaver
obs = obslua
bit = require("bit")
TEXT_FILTER_NAME = 'UnFish/Fish Lens'
TEXT_FISH_POWER = 'Strength'
SETTING_FISH_POWER = 'fish_power'
source_def = {}
source_def.id = 'filter-fish-lens'
source_def.type = obs.OBS_SOURCE_TYPE_FILTER
source_def.output_flags = bit.bor(obs.OBS_SOURCE_VIDEO)
function set_render_size(filter)
target = obs.obs_filter_get_target(filter.context)
local width, height
if target == nil then
width = 0
height = 0
else
width = obs.obs_source_get_base_width(target)
height = obs.obs_source_get_base_height(target)
end
filter.width = width
filter.height = height
end
source_def.get_name = function()
return TEXT_FILTER_NAME
end
source_def.create = function(settings, source)
filter = {}
filter.params = {}
filter.context = source
set_render_size(filter)
obs.obs_enter_graphics()
filter.effect = obs.gs_effect_create(shader, nil, nil)
if filter.effect ~= nil then
filter.params.fish_power = obs.gs_effect_get_param_by_name(filter.effect, 'fish_power')
filter.params.texture_width = obs.gs_effect_get_param_by_name(filter.effect, 'texture_width')
filter.params.texture_height = obs.gs_effect_get_param_by_name(filter.effect, 'texture_height')
end
obs.obs_leave_graphics()
if filter.effect == nil then
source_def.destroy(filter)
return nil
end
source_def.update(filter, settings)
return filter
end
source_def.destroy = function(filter)
if filter.effect ~= nil then
obs.obs_enter_graphics()
obs.gs_effect_destroy(filter.effect)
obs.obs_leave_graphics()
end
end
source_def.get_width = function(filter)
return filter.width
end
source_def.get_height = function(filter)
return filter.height
end
source_def.update = function(filter, settings)
filter.fish_power = obs.obs_data_get_double(settings, SETTING_FISH_POWER)
set_render_size(filter)
end
source_def.video_render = function(filter, effect)
if not obs.obs_source_process_filter_begin(filter.context, obs.GS_RGBA, obs.OBS_NO_DIRECT_RENDERING) then
return
end
obs.gs_effect_set_float(filter.params.fish_power, filter.fish_power)
obs.gs_effect_set_float(filter.params.texture_width, filter.width)
obs.gs_effect_set_float(filter.params.texture_height, filter.height)
obs.obs_source_process_filter_end(filter.context, filter.effect, filter.width, filter.height)
end
source_def.get_properties = function(settings)
props = obs.obs_properties_create()
obs.obs_properties_add_float_slider(props, SETTING_FISH_POWER, TEXT_FISH_POWER, -1.0, 2.0, 0.001)
return props
end
source_def.get_defaults = function(settings)
obs.obs_data_set_default_double(settings, SETTING_FISH_POWER, -0.18)
end
source_def.video_tick = function(filter, seconds)
set_render_size(filter)
end
function script_description()
return "Adds new video effect filter named '" .. TEXT_FILTER_NAME .. "' to imitate lens distortion"
end
function script_load(settings)
obs.obs_register_source(source_def)
end
shader = [[
// Adaptation by Suslik V
// Based on the Sharpness shader of OBS Studio v27.0.0,
// And the https://github.com/Oncorporation/obs-shaderfilter/
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float fish_power;
uniform float texture_width;
uniform float texture_height;
sampler_state def_sampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData v_in)
{
VertData vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
float4 PSDrawBare(VertData v_in) : TARGET
{
int center_x_percent = 50;
int center_y_percent = 50;
float power = fish_power;
float2 uv_pixel_interval;
uv_pixel_interval.x = 1.0 / texture_width;
uv_pixel_interval.y = 1.0 / texture_height;
float2 center_pos = float2(center_x_percent * .01, center_y_percent * .01);
float2 uv = v_in.uv;
if (power >= 0.0001) {
float b = sqrt(dot(center_pos, center_pos));
uv = center_pos + normalize(v_in.uv - center_pos) * tan(distance(center_pos, v_in.uv) * power) * b / tan( b * power);
} else if (power <= -0.0001) {
float b;
if (uv_pixel_interval.x < uv_pixel_interval.y){
b = center_pos.x;
} else {
b = center_pos.y;
}
uv = center_pos + normalize(v_in.uv - center_pos) * atan(distance(center_pos, v_in.uv) * -power * 10.0) * b / atan(-power * b * 10.0);
}
return image.Sample(def_sampler, uv);
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBare(v_in);
}
}
]]
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment