Commands/Shaders/Get-OBSBloomShader.ps1
function Get-OBSBloomShader { [Alias('Set-OBSBloomShader','Add-OBSBloomShader')] param( # Set the Angle_Steps of OBSBloomShader [Alias('Angle_Steps')] [ComponentModel.DefaultBindingProperty('Angle_Steps')] [Int32] $AngleSteps, # Set the Radius_Steps of OBSBloomShader [Alias('Radius_Steps')] [ComponentModel.DefaultBindingProperty('Radius_Steps')] [Int32] $RadiusSteps, # Set the ampFactor of OBSBloomShader [ComponentModel.DefaultBindingProperty('ampFactor')] [Single] $AmpFactor, # Set the notes of OBSBloomShader [ComponentModel.DefaultBindingProperty('notes')] [String] $Notes, # 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 = 'bloom' $ShaderNoun = 'OBSBloomShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' // Bloom shader by Charles Fettinger for obs-shaderfilter plugin 3/2019 //https://github.com/Oncorporation/obs-shaderfilter //Converted to OpenGL by Exeldro February 15, 2022 uniform int Angle_Steps< string label = "Angle Steps"; string widget_type = "slider"; int minimum = 1; int maximum = 20; int step = 1; > = 5; //<range 1 - 20> uniform int Radius_Steps< string label = "Radius Steps"; string widget_type = "slider"; int minimum = 0; int maximum = 20; int step = 1; > = 9; //<range 0 - 20> uniform float ampFactor< string label = "amp Factor"; string widget_type = "slider"; float minimum = 0.0; float maximum = 10.0; float step = 0.01; > = 2.0; uniform string notes< string widget_type = "info"; > = "Steps limited in range from 0 to 20. Edit bloom.shader to remove limits at your own risk."; float4 mainImage(VertData v_in) : TARGET { int radiusSteps = clamp(Radius_Steps, 0, 20); int angleSteps = clamp(Angle_Steps, 1, 20); float PI = 3.1415926535897932384626433832795;//acos(-1); float minRadius = (0.0 * uv_pixel_interval.y); float maxRadius = (10.0 * uv_pixel_interval.y); float4 c0 = image.Sample(textureSampler, v_in.uv); float4 outputPixel = c0; float4 accumulatedColor = float4(0,0,0,0); int totalSteps = radiusSteps * angleSteps; float angleDelta = (2.0 * PI) / float(angleSteps); float radiusDelta = (maxRadius - minRadius) / float(radiusSteps); for (int radiusStep = 0; radiusStep < radiusSteps; radiusStep++) { float radius = minRadius + float(radiusStep) * radiusDelta; for (float angle=0.0; angle <(2.0*PI); angle += angleDelta) { float2 currentCoord; float xDiff = radius * cos(angle); float yDiff = radius * sin(angle); currentCoord = v_in.uv + float2(xDiff, yDiff); float4 currentColor =image.Sample(textureSampler, currentCoord); float currentFraction = float(radiusSteps+1 - radiusStep) / float(radiusSteps + 1); accumulatedColor += currentFraction * currentColor / float(totalSteps); } } outputPixel += accumulatedColor * ampFactor; return outputPixel; } ' } $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 } } } } } |