Commands/Shaders/Get-OBS3dSwapTransitionShader.ps1
function Get-OBS3dSwapTransitionShader { [Alias('Set-OBS3dSwapTransitionShader','Add-OBS3dSwapTransitionShader')] param( # Set the image_a of OBS3dSwapTransitionShader [Alias('image_a')] [ComponentModel.DefaultBindingProperty('image_a')] [String] $ImageA, # Set the image_b of OBS3dSwapTransitionShader [Alias('image_b')] [ComponentModel.DefaultBindingProperty('image_b')] [String] $ImageB, # Set the transition_time of OBS3dSwapTransitionShader [Alias('transition_time')] [ComponentModel.DefaultBindingProperty('transition_time')] [Single] $TransitionTime, # Set the convert_linear of OBS3dSwapTransitionShader [Alias('convert_linear')] [ComponentModel.DefaultBindingProperty('convert_linear')] [Management.Automation.SwitchParameter] $ConvertLinear, # Set the reflection of OBS3dSwapTransitionShader [ComponentModel.DefaultBindingProperty('reflection')] [Single] $Reflection, # Set the perspective of OBS3dSwapTransitionShader [ComponentModel.DefaultBindingProperty('perspective')] [Single] $Perspective, # Set the depth of OBS3dSwapTransitionShader [ComponentModel.DefaultBindingProperty('depth')] [Single] $Depth, # Set the background_color of OBS3dSwapTransitionShader [Alias('background_color')] [ComponentModel.DefaultBindingProperty('background_color')] [String] $BackgroundColor, # The name of the source. This must be provided when adding an item for the first time [Parameter(ValueFromPipelineByPropertyName)] [Alias('SceneItemName')] [String] $SourceName, # The name of the filter. If this is not provided, this will default to the shader name. [Parameter(ValueFromPipelineByPropertyName)] [String] $FilterName, # The inline value of the shader. This will normally be provided as a default parameter, based off of the name. [Alias('ShaderContent')] [String] $ShaderText, # If set, will force the recreation of a shader that already exists [Management.Automation.SwitchParameter] $Force, # If set, will pass thru the commands that would be sent to OBS (these can be sent at any time with Send-OBS) [Management.Automation.SwitchParameter] $PassThru, # If set, will not wait for a response from OBS (this will be faster, but will not return anything) [Management.Automation.SwitchParameter] $NoResponse, # If set, use the shader elapsed time, instead of the OBS system elapsed time [ComponentModel.DefaultBindingProperty('use_shader_elapsed_time')] [Management.Automation.SwitchParameter] $UseShaderTime ) process { $shaderName = '3d_swap_transition' $ShaderNoun = 'OBS3dSwapTransitionShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' //based on https://www.shadertoy.com/view/MlXGzf uniform texture2d image_a; uniform texture2d image_b; uniform float transition_time = 0.5; uniform bool convert_linear = true; uniform float reflection< string label = "Reflection (0.4)"; string widget_type = "slider"; float minimum = 0.00; float maximum = 1.00; float step = 0.01; > = 0.4; uniform float perspective< string label = "Perspective (0.2)"; string widget_type = "slider"; float minimum = 0.00; float maximum = 1.00; float step = 0.01; > = .2; uniform float depth< string label = "Depth (3.0)"; string widget_type = "slider"; float minimum = 1.00; float maximum = 10.00; float step = 0.1; > = 3.; #ifndef OPENGL #define lessThan(a,b) (a < b) #endif uniform float4 background_color = {0.0, 0.0, 0.0, 1.0}; bool inBounds (float2 p) { return all(lessThan(float2(0.0,0.0), p)) && all(lessThan(p, float2(1.0,1.0))); } float2 project (float2 p) { return p * float2(1.0, -1.2) + float2(0.0, 2.22); } float4 bgColor (float2 p, float2 pfr, float2 pto) { float4 c = background_color; pfr = project(pfr); if (inBounds(pfr)) { c += lerp(background_color, image_a.Sample(textureSampler, pfr), reflection * lerp(0.0, 1.0, pfr.y)); } pto = project(pto); if (inBounds(pto)) { c += lerp(background_color, image_b.Sample(textureSampler, pto), reflection * lerp(0.0, 1.0, pto.y)); } return c; } float4 mainImage(VertData v_in) : TARGET { float2 p = v_in.uv; float2 pfr = float2(-1.,-1.); float2 pto = float2(-1.,-1.); float progress = transition_time; float size = lerp(1.0, depth, progress); float persp = perspective * progress; pfr = (p + float2(-0.0, -0.5)) * float2(size/(1.0-perspective*progress), size/(1.0-size*persp*p.x)) + float2(0.0, 0.5); size = lerp(1.0, depth, 1.-progress); persp = perspective * (1.-progress); pto = (p + float2(-1.0, -0.5)) * float2(size/(1.0-perspective*(1.0-progress)), size/(1.0-size*persp*(0.5-p.x))) + float2(1.0, 0.5); bool fromOver = progress < 0.5; float4 rgba = background_color; if (fromOver) { if (inBounds(pfr)) { rgba = image_a.Sample(textureSampler, pfr); } else if (inBounds(pto)) { rgba = image_b.Sample(textureSampler, pto); } else { rgba = bgColor(p, pfr, pto); } } else { if (inBounds(pto)) { rgba = image_b.Sample(textureSampler, pto); } else if (inBounds(pfr)) { rgba = image_a.Sample(textureSampler, pfr); } else { rgba = bgColor(p, pfr, pto); } } if (convert_linear) rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb); return rgba; } ' } $MyVerb, $myNoun = $MyInvocation.InvocationName -split '-',2 if (-not $myNoun) { $myNoun = $myVerb $myVerb = 'Get' } switch -regex ($myVerb) { Get { $FilterNamePattern = "(?>$( if ($FilterName) { [Regex]::Escape($FilterName) } else { [Regex]::Escape($ShaderNoun -replace '^OBS' -replace 'Shader$'),[Regex]::Escape($shaderName) -join '|' } ))" if ($SourceName) { Get-OBSInput | Where-Object InputName -eq $SourceName | Get-OBSSourceFilterList | Where-Object FilterName -Match $FilterNamePattern } else { $obs.Inputs | Get-OBSSourceFilterList | Where-Object FilterName -Match $FilterNamePattern } } 'Remove' { if ($SourceName) { Get-OBSInput | Where-Object InputName -eq $SourceName | Get-OBSSourceFilterList | Where-Object FilterName -Match $FilterNamePattern | Remove-OBSSourceFilter } } '(?>Add|Set)' { $ShaderSettings = [Ordered]@{} :nextParameter foreach ($parameterMetadata in $MyInvocation.MyCommand.Parameters[@($psBoundParameters.Keys)]) { foreach ($parameterAttribute in $parameterMetadata.Attributes) { if ($parameterAttribute -isnot [ComponentModel.DefaultBindingPropertyAttribute]) { continue } $ShaderSettings[$parameterAttribute.Name] = $PSBoundParameters[$parameterMetadata.Name] if ($ShaderSettings[$parameterAttribute.Name] -is [switch]) { $ShaderSettings[$parameterAttribute.Name] = $ShaderSettings[$parameterAttribute.Name] -as [bool] } continue nextParameter } } if (-not $PSBoundParameters['FilterName']) { $filterName = $PSBoundParameters['FilterName'] = $shaderName } $ShaderFilterSplat = [Ordered]@{ ShaderSetting = $ShaderSettings FilterName = $FilterName SourceName = $SourceName } foreach ($CarryOnParameter in "PassThru", "NoResponse","Force") { if ($PSBoundParameters.ContainsKey($CarryOnParameter)) { $ShaderFilterSplat[$CarryOnParameter] = $PSBoundParameters[$CarryOnParameter] } } if (-not $script:CachedShaderFilesFromCommand) { $script:CachedShaderFilesFromCommand = @{} } if ($Home -and -not $script:CachedShaderFilesFromCommand[$shaderName]) { $MyObsPowerShellPath = Join-Path $home ".obs-powershell" $ThisShaderPath = Join-Path $MyObsPowerShellPath "$shaderName.shader" $shaderText | Set-Content -LiteralPath $ThisShaderPath $script:CachedShaderFilesFromCommand[$shaderName] = Get-Item -LiteralPath $ThisShaderPath } if ($script:CachedShaderFilesFromCommand[$shaderName]) { $ShaderFilterSplat.ShaderFile = $script:CachedShaderFilesFromCommand[$shaderName].FullName } else { $ShaderFilterSplat.ShaderText = $shaderText } if ($myVerb -eq 'Add') { Add-OBSShaderFilter @ShaderFilterSplat } else { Set-OBSShaderFilter @ShaderFilterSplat } } } } } |