Commands/Shaders/Get-OBSAsciiShader.ps1
function Get-OBSAsciiShader { [Alias('Set-OBSAsciiShader','Add-OBSAsciiShader')] param( # Set the scale of OBSAsciiShader [ComponentModel.DefaultBindingProperty('scale')] [Int32] $Scale, # Set the base_color of OBSAsciiShader [Alias('base_color')] [ComponentModel.DefaultBindingProperty('base_color')] [String] $BaseColor, # Set the monochrome of OBSAsciiShader [ComponentModel.DefaultBindingProperty('monochrome')] [Management.Automation.SwitchParameter] $Monochrome, # Set the character_set of OBSAsciiShader [Alias('character_set')] [ComponentModel.DefaultBindingProperty('character_set')] [Int32] $CharacterSet, # Set the note of OBSAsciiShader [ComponentModel.DefaultBindingProperty('note')] [String] $Note, # 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 = 'ascii' $ShaderNoun = 'OBSAsciiShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' // ASCII shader for use with obs-shaderfilter 7/2020 v1.0 // https://github.com/Oncorporation/obs-shaderfilter // Based on the following shaders: // https://www.shadertoy.com/view/3dtXD8 - Created by DSWebber in 2019-10-24 // https://www.shadertoy.com/view/lssGDj - Created by movAX13h in 2013-09-22 // Modifications of original shaders include: // - Porting from GLSL to HLSL // - Combining characters sets from both source shaders // - Adding support for parameters from OBS for monochrome rendering, scaling and dynamic character set // // Add Additional Characters with this tool: http://thrill-project.com/archiv/coding/bitmap/ // converts a bitmap into int then decodes it to look like text uniform int scale< string label = "Scale"; string widget_type = "slider"; int minimum = 1; int maximum = 20; int step = 1; > = 1; // Size of characters uniform float4 base_color< string label = "Base color"; > = {0.0,1.0,0.0,1.0}; // Monochrome base color uniform bool monochrome< string label = "Monochrome"; > = false; uniform int character_set< string label = "Character set"; string widget_type = "select"; int option_0_value = 0; string option_0_label = "Large set of non-letters"; int option_1_value = 1; string option_1_label = "Small set of capital letters"; > = 0; uniform string note< string widget_type = "info"; > = "Base color is used as monochrome base color."; float character(int n, float2 p) { p = floor(p*float2(4.0, 4.0) + 2.5); if (clamp(p.x, 0.0, 4.0) == p.x) { if (clamp(p.y, 0.0, 4.0) == p.y) { int a = int(round(p.x) + 5.0 * round(p.y)); if (((n >> a) & 1) == 1) return 1.0; } } return 0.0; } float2 mod(float2 x, float2 y) { return x - y * floor(x/y); } float4 mainImage( VertData v_in ) : TARGET { float2 iResolution = uv_size*uv_scale; float2 pix = v_in.pos.xy; float4 c = image.Sample(textureSampler, floor(pix/float2(scale*8.0,scale*8.0))*float2(scale*8.0,scale*8.0)/iResolution.xy); float gray = 0.3 * c.r + 0.59 * c.g + 0.11 * c.b; int n; int charset = clamp(character_set, 0, 1); if (charset==0) { if (gray <= 0.2) n = 4096; // . if (gray > 0.2) n = 65600; // : if (gray > 0.3) n = 332772; // * if (gray > 0.4) n = 15255086; // o if (gray > 0.5) n = 23385164; // & if (gray > 0.6) n = 15252014; // 8 if (gray > 0.7) n = 13199452; // @ if (gray > 0.8) n = 11512810; // # } else if (charset==1) { if (gray <= 0.1) n = 0; if (gray > 0.1) n = 9616687; // R if (gray > 0.3) n = 32012382; // S if (gray > 0.5) n = 16303663; // D if (gray > 0.7) n = 15255086; // O if (gray > 0.8) n = 16301615; // B } float2 p = mod(pix/float2(scale*4.0,scale*4.0),float2(2.0,2.0)) - float2(1.0,1.0); if (monochrome) { c.rgb = base_color.rgb; } c = c*character(n, p); return c; } ' } $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 } } } } } |