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OBS Shading Language
The baseline for the shader language libOBS uses is HLSL, for which you can find documentation here. libOBS modifies this so it works across all of its supported graphics APIs, sacrificing functionality and versatility for compatibility. As a result, some effects that would be possible with ease in GLSL or HLSL directly do not work in libOBS's shader language. For the sake of all future documentation, the langauge will be referred to as OBS-SL, since it mixes and matches many different langauge constructs into one.
OBS Studio includes a Pre-Processor that adds some defines.
Defined if libobs-d3d11
is in use.
Defined if libobs-opengl
is in use.
Similar to HLSL, OBS-SL supports storage, transfer and modification of data.
Storage specifiers seem to only be used by the OpenGL backend.
Name | DirectX | OpenGL | Notes |
---|---|---|---|
uniform |
uniform |
||
const |
const |
||
inout |
inout |
||
out |
out |
Name | DirectX | OpenGL |
---|---|---|
bool |
bool |
bool |
float |
float |
float |
float2 |
float2 |
vec2 |
float3 |
float3 |
vec3 |
float4 |
float4 |
vec4 |
int |
int |
int |
int2 |
int2 |
ivec2 |
int3 |
int3 |
ivec3 |
int4 |
int4 |
ivec4 |
string |
string |
string |
float3x3 |
float3x3 |
mat3x3 |
float3x4 |
float3x4 |
mat3x4 |
float4x4 |
float4x4 |
mat4x4 |
texture2d |
Texture2D |
sampler2D |
texture3d |
Texture3D |
sampler3D |
texture_cube |
TextureCube |
samplerCube |
texture_rect |
N/A | sampler2DRect |
sampler_state |
SamplerState |
Metadata only |
At the time of writing this, Arrays are only supported when DirectX is being used by libOBS. The patch to make it available in OpenGL was retracted at the request of the current OBS Project team.
A limited subset of keywords are supported, other keywords may work if they match across both langauges.
Name | DirectX | OpenGL |
---|---|---|
POSITION |
SV_Position |
gl_FragCoord |
TARGET |
SV_Target |
N/A |
VERTEXID |
SV_VertexID |
uint(gl_VertexID) |
A limited subset of semantics are supported, other keywords will not work.
Name | DirectX | OpenGL | Notes |
---|---|---|---|
POSITION |
SV_Position |
Metadata only | Provided as float32[4]
|
NORMAL |
NORMAL |
Metadata only | Provided as float32[4]
|
COLOR |
COLOR |
Metadata only | Provided as uint8_unorm[4]
|
TANGENT |
TANGENT |
Metadata only | Provided as float32[4]
|
TEXCOORD |
TEXCOORD |
Metadata only | Either float32 , float32[2] or float32[4] . |
VERTEXID |
VERTEXID |
Metadata only |
A sampler state controls how a texture is sampled by future operations on it. Sampler States are global and can't be passed as parameters or modified while the vertex or fragment shader run. Sampler Sates have the following settings:
Name | Magnification | Minification | Mip-Mapping |
---|---|---|---|
Point , MIN_MAG_MIP_POINT
|
Point | Point | Point |
Linear , MIN_MAG_MIP_LINEAR
|
Linear | Linear | Linear |
MIN_MAG_POINT_MIP_LINEAR |
Point | Point | Linear |
MIN_POINT_MAG_LINEAR_MIP_POINT |
Linear | Point | Point |
MIN_POINT_MAG_MIP_LINEAR |
Linear | Point | Linear |
MIN_LINEAR_MAG_MIP_POINT |
Point | Linear | Point |
MIN_LINEAR_MAG_POINT_MIP_LINEAR |
Point | Linear | Linear |
MIN_MAG_LINEAR_MIP_POINT |
Linear | Linear | Point |
Anisotropy |
Anisotropic | Anisotropic | Anisotropic |
Name | Description |
---|---|
Wrap , Repeat
|
Wrap the UVW coordinates to be within 0..1. |
Clamp , None
|
Clamp the UVW coordinates to within 0..1. |
Mirror |
Mirror the UVW coordinates when one of them goes out of the 0..1 range. |
Border |
Fill everything outside of UVW 0..1 with the BorderColor. (Not available on OpenGL) |
MirrorOnce |
Mirror the UVW coordinates once when one of them goes out of the 0..1 range. |
Minimum and maximum LOD available to sample operations. Must be a number in the range 0..255.
Maximum anisotropy to allow for sampling, as a number in the range of 1..16.
Border color when the AddressU/V/W mode is set to Border. Only applicable on DirectX, as the BorderColor is not set on OpenGL.
Since v0.11.0, StreamFX contains a simple preprocessor to slightly improve compatibility.
Defined when the backend is Direct3D.
Defined when the backend is OpenGL.
Includes the file PATH
by replacing this line with the content of the file PATH
. PATH
can either be an absolute path, or a path relative to the current shader file.
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