I'm trying to import many transitions from GL Transitions into my video sequencer by converting GLSL to HLSL.
For example, this simple cross fade:
vec4 transition (vec2 uv) {
return mix(
getFromColor(uv),
getToColor(uv),
progress
);
}
is correctly translated in my HLSL code:
#define D2D_INPUT_COUNT 2
#define D2D_INPUT0_SIMPLE
#define D2D_INPUT1_SIMPLE
#define D2D_REQUIRES_SCENE_POSITION // The pixel shader requires the SCENE_POSITION input.
#include "d2d1effecthelpers.hlsli"
cbuffer constants : register(b0)
{
float progress : packoffset(c0.x);
...
}
float4 crossfade(float4 v1,float4 v2)
{
return lerp(v1, v2, progress);
}
D2D_PS_ENTRY(main)
{
float4 v1 = D2DGetInput(0);
float4 v2 = D2DGetInput(1);
return crossfade(v1,v2);
}
The same doesn't work for Wind effect:
// Custom parameters
uniform float size; // = 0.2
float rand (vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
vec4 transition (vec2 uv) {
float r = rand(vec2(0, uv.y));
float m = smoothstep(0.0, -size, uv.x*(1.0-size) + size*r - (progress * (1.0 + size)));
return mix(
getFromColor(uv),
getToColor(uv),
m
);
}
This time HLSL is this:
float fract(float x)
{
return x - floor(x);
}
float rand(float2 co)
{
return fract(sin(dot(co.xy, float2(12.9898, 78.233))) * 43758.5453);
}
float4 wind(float4 v1, float4 v2,float2 uv)
{
float r = rand(float2(0, uv.y));
p1 = 0.2f;
progress = 0.5f; // hardcoded variables for testing, they will be taken from the buffer
float m = smoothstep(0.0f, -p1, uv.x*(1.0f-p1) + p1*r - (progress * (1.0f + p1)));
return lerp(v1, v2, m);
}
D2D_PS_ENTRY(main)
{
float4 v1 = D2DGetInput(0);
float4 v2 = D2DGetInput(1);
return wind(v1,v2,D2DGetScenePosition().xy);
}
Have I misunderstood the OpenGL's mix
and fract
and rand
stuff? I only get the second image pixels in my HLSL version without mixing.
EDIT: I 've hardcoded size to 0.992 and multiplied progress by 4 in the HLSL. Now it seems to work, do I miss some bounds-related issues? Is the smoothstep function working as expected?
I found it.
It would need in main entry the usage of D2DGetInputCoordinate
instead of D2DGetScenePosition
After doing that, the transitions run fine.