Commands/Shaders/Get-OBSBoxBlurShader.ps1
function Get-OBSBoxBlurShader { [Alias('Set-OBSBoxBlurShader','Add-OBSBoxBlurShader')] param( # Set the Strength of OBSBoxBlurShader [ComponentModel.DefaultBindingProperty('Strength')] [Int32] $Strength, # Set the Mask_Left of OBSBoxBlurShader [Alias('Mask_Left')] [ComponentModel.DefaultBindingProperty('Mask_Left')] [Single] $MaskLeft, # Set the Mask_Right of OBSBoxBlurShader [Alias('Mask_Right')] [ComponentModel.DefaultBindingProperty('Mask_Right')] [Single] $MaskRight, # Set the Mask_Top of OBSBoxBlurShader [Alias('Mask_Top')] [ComponentModel.DefaultBindingProperty('Mask_Top')] [Single] $MaskTop, # Set the Mask_Bottom of OBSBoxBlurShader [Alias('Mask_Bottom')] [ComponentModel.DefaultBindingProperty('Mask_Bottom')] [Single] $MaskBottom, # 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 = 'box-blur' $ShaderNoun = 'OBSBoxBlurShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' uniform int Strength< string label = "Strength (1)"; string widget_type = "slider"; int minimum = 0; int maximum = 25; int step = 1; > = 1; uniform float Mask_Left< string label = "Mask left (1.0)"; string widget_type = "slider"; float minimum = 0.0; float maximum = 1.0; float step = 0.01; > = 1.0; uniform float Mask_Right< string label = "Mask right (1.0)"; string widget_type = "slider"; float minimum = 0.0; float maximum = 1.0; float step = 0.01; > = 1.0; uniform float Mask_Top< string label = "Mask top (1.0)"; string widget_type = "slider"; float minimum = 0.0; float maximum = 1.0; float step = 0.01; > = 1.0; uniform float Mask_Bottom< string label = "Mask bottom (1.0)"; string widget_type = "slider"; float minimum = 0.0; float maximum = 1.0; float step = 0.01; > = 1.0; float4 mainImage(VertData v_in) : TARGET { if(Strength <= 0) return image.Sample(textureSampler, v_in.uv); if(Mask_Left + Mask_Right > 1.0){ if(v_in.uv.x > Mask_Left || 1.0 - v_in.uv.x > Mask_Right ){ return image.Sample(textureSampler, v_in.uv); } }else{ if((v_in.uv.x > Mask_Left) && (1.0-v_in.uv.x > Mask_Right)){ return image.Sample(textureSampler, v_in.uv); } } if(Mask_Top + Mask_Bottom > 1.0){ if(v_in.uv.y > Mask_Top || 1.0 - v_in.uv.y > Mask_Bottom){ return image.Sample(textureSampler, v_in.uv); } }else { if((v_in.uv.y > Mask_Top) && (1.0-v_in.uv.y > Mask_Bottom)){ return image.Sample(textureSampler, v_in.uv); } } float transparent = 0.0; int count = 1; float samples = 0.0; float4 c = float4(0.0, 0.0, 0.0, 0.0); float Steps = float(Strength); [loop] for (int i = -Strength; i <= Strength; i++) { [loop] for (int k = -Strength; k <= Strength; k++) { float4 sc = image.Sample(textureSampler, v_in.uv+float2(float(i), float(k))/uv_size*Steps); transparent += sc.a; count++; c += sc * sc.a; samples += sc.a; } } if(samples > 0.0) c /= samples; c.a = transparent / float(count); 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 } } } } } |