Commands/Shaders/Get-OBSAnimatedPathShader.ps1
function Get-OBSAnimatedPathShader { [Alias('Set-OBSAnimatedPathShader','Add-OBSAnimatedPathShader')] param( # Set the ViewProj of OBSAnimatedPathShader [ComponentModel.DefaultBindingProperty('ViewProj')] [Single[][]] $ViewProj, # Set the image of OBSAnimatedPathShader [ComponentModel.DefaultBindingProperty('image')] [String] $Image, # Set the elapsed_time of OBSAnimatedPathShader [Alias('elapsed_time')] [ComponentModel.DefaultBindingProperty('elapsed_time')] [Single] $ElapsedTime, # Set the uv_offset of OBSAnimatedPathShader [Alias('uv_offset')] [ComponentModel.DefaultBindingProperty('uv_offset')] [Single[]] $UvOffset, # Set the uv_scale of OBSAnimatedPathShader [Alias('uv_scale')] [ComponentModel.DefaultBindingProperty('uv_scale')] [Single[]] $UvScale, # Set the uv_pixel_interval of OBSAnimatedPathShader [Alias('uv_pixel_interval')] [ComponentModel.DefaultBindingProperty('uv_pixel_interval')] [Single[]] $UvPixelInterval, # Set the rand_f of OBSAnimatedPathShader [Alias('rand_f')] [ComponentModel.DefaultBindingProperty('rand_f')] [Single] $RandF, # Set the speed_percent of OBSAnimatedPathShader [Alias('speed_percent')] [ComponentModel.DefaultBindingProperty('speed_percent')] [Int32] $SpeedPercent, # Set the path_map of OBSAnimatedPathShader [Alias('path_map')] [ComponentModel.DefaultBindingProperty('path_map')] [String] $PathMap, # Set the reverse of OBSAnimatedPathShader [ComponentModel.DefaultBindingProperty('reverse')] [Management.Automation.SwitchParameter] $Reverse, # 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 = 'animated_path' $ShaderNoun = 'OBSAnimatedPathShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' // Path effect By Charles Fettinger (https://github.com/Oncorporation) 3/2019 //Converted to OpenGL by Q-mii & Exeldro February 24, 2022 uniform float4x4 ViewProj; uniform texture2d image; uniform float elapsed_time; uniform float2 uv_offset; uniform float2 uv_scale; uniform float2 uv_pixel_interval; uniform float rand_f; uniform int speed_percent = 100; uniform texture2d path_map; uniform bool reverse = false; sampler_state textureSampler { Filter = Linear; AddressU = Border; AddressV = Border; BorderColor = 00000000; }; struct VertData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; float4 convert_pmalpha(float4 c) { float4 ret = c; if (c.a >= 0.001) ret.xyz /= c.a; else ret = float4(0.0, 0.0, 0.0, 0.0); return ret; } VertData mainTransform(VertData v_in) { VertData vert_out; float3 pos = v_in.pos.xyz; float3 current_pos; float speed = speed_percent * 0.01; //vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); float t = 1.0 + sin(elapsed_time * speed) ; // combine luma texture and user defined shine color float luma = path_map.Sample(textureSampler, v_in.uv).x; if (reverse) { luma = 1.0 - luma; } float time = lerp(0.0f, 1.0f , t - 1.0); // set current position in time current_pos.x = 0; current_pos.y = 0; float2 offset = uv_offset; if (speed == 0.0f) { offset.x = 0.0f; offset.y = 0.0f; } else { offset.x = uv_offset.x + time * luma; offset.y = uv_offset.y + time * luma; } vert_out.pos = mul(float4(current_pos, 1), ViewProj); vert_out.uv = v_in.uv * uv_scale + offset; return vert_out; } float4 mainImage(VertData v_in) : TARGET { return image.Sample(textureSampler, v_in.uv); } technique Draw { pass { vertex_shader = mainTransform(v_in); pixel_shader = mainImage(v_in); } } ' } $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 } } } } } |