obs-transitions: Avoid branching in slide_transition.effect

Branching is not recommended in shaders and only recently gained
widespread support without causing massive branch misprediction issues. Also sampling inside a branch will cause cache misses and additional texture load instructions.
This commit is contained in:
Michael Fabian Dirks
2016-10-29 13:09:11 +02:00
committed by Michael Fabian Dirks
parent 7a077b311a
commit 0edaebe192
@@ -28,11 +28,12 @@ float4 PSSlide(VertData v_in) : TARGET
{
float2 tex_a_uv = v_in.uv + tex_a_dir;
float2 tex_b_uv = v_in.uv - tex_b_dir;
return (tex_a_uv.x - saturate(tex_a_uv.x) != 0.0) ||
(tex_a_uv.y - saturate(tex_a_uv.y) != 0.0)
? tex_b.Sample(textureSampler, tex_b_uv)
: tex_a.Sample(textureSampler, tex_a_uv);
float4 tex_a_sample = tex_a.Sample(textureSampler, tex_a_uv);
float4 tex_b_sample = tex_b.Sample(textureSampler, tex_b_uv);
float val = saturate(abs((tex_a_uv.x - saturate(tex_a_uv.x)) + (tex_a_uv.y - saturate(tex_a_uv.y))) * 65535);
return lerp(tex_a_sample, tex_b_sample, val);
}
technique Slide