Commands/Shaders/Get-OBSCornerPinShader.ps1
function Get-OBSCornerPinShader { [Alias('Set-OBSCornerPinShader','Add-OBSCornerPinShader')] param( # Set the Antialias_Edges of OBSCornerPinShader [Alias('Antialias_Edges')] [ComponentModel.DefaultBindingProperty('Antialias_Edges')] [Management.Automation.SwitchParameter] $AntialiasEdges, # Set the Top_Left_X of OBSCornerPinShader [Alias('Top_Left_X')] [ComponentModel.DefaultBindingProperty('Top_Left_X')] [Single] $TopLeftX, # Set the Top_Left_Y of OBSCornerPinShader [Alias('Top_Left_Y')] [ComponentModel.DefaultBindingProperty('Top_Left_Y')] [Single] $TopLeftY, # Set the Top_Right_X of OBSCornerPinShader [Alias('Top_Right_X')] [ComponentModel.DefaultBindingProperty('Top_Right_X')] [Single] $TopRightX, # Set the Top_Right_Y of OBSCornerPinShader [Alias('Top_Right_Y')] [ComponentModel.DefaultBindingProperty('Top_Right_Y')] [Single] $TopRightY, # Set the Bottom_Left_X of OBSCornerPinShader [Alias('Bottom_Left_X')] [ComponentModel.DefaultBindingProperty('Bottom_Left_X')] [Single] $BottomLeftX, # Set the Bottom_Left_Y of OBSCornerPinShader [Alias('Bottom_Left_Y')] [ComponentModel.DefaultBindingProperty('Bottom_Left_Y')] [Single] $BottomLeftY, # Set the Bottom_Right_X of OBSCornerPinShader [Alias('Bottom_Right_X')] [ComponentModel.DefaultBindingProperty('Bottom_Right_X')] [Single] $BottomRightX, # Set the Bottom_Right_Y of OBSCornerPinShader [Alias('Bottom_Right_Y')] [ComponentModel.DefaultBindingProperty('Bottom_Right_Y')] [Single] $BottomRightY, # 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 = 'corner-pin' $ShaderNoun = 'OBSCornerPinShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' // Corner Pin, Version 0.1, for OBS Shaderfilter // Copyright ©️ 2022 by SkeletonBow // License: GNU General Public License, version 2 // Contact info: // Twitter: <https://twitter.com/skeletonbowtv> // Twitch: <https://twitch.tv/skeletonbowtv> // // Based on: // Original work by Inigo Quilez: https://www.iquilezles.org/www/articles/ibilinear/ibilinear.htm // https://www.youtube.com/c/InigoQuilez // https://iquilezles.org/ // and the derivative StreamFX Corner Pin effect by Xaymar // https://github.com/Xaymar/obs-StreamFX // // Description: // Corner Pin allows you to pin the corners of an image onto the corners of an arbitrarily // angled picture frame, TV screen or other rectangular surface in 3D space in an underlying // image with proper perspective without distortion. // // TODO: // - Add feature to automatically quantize corners to pixel centers // // Changelog: // 0.1 - Initial release based on the StreamFX Corner Pin effect, as well as the original work by // Inigo Quilez that it was based upon. uniform bool Antialias_Edges = true; uniform float Top_Left_X< string label = "Top left x"; string widget_type = "slider"; float minimum = -100.0; float maximum = 100.0; float step = 0.1; > = -100.; uniform float Top_Left_Y< string label = "Top left y"; string widget_type = "slider"; float minimum = -100.0; float maximum = 100.0; float step = 0.1; > = -100.; uniform float Top_Right_X< string label = "Top right x"; string widget_type = "slider"; float minimum = -100.0; float maximum = 100.0; float step = 0.1; > = 100.; uniform float Top_Right_Y< string label = "Top right y"; string widget_type = "slider"; float minimum = -100.0; float maximum = 100.0; float step = 0.1; > = -100.; uniform float Bottom_Left_X< string label = "Bottom left x"; string widget_type = "slider"; float minimum = -100.0; float maximum = 100.0; float step = 0.1; > = -100.; uniform float Bottom_Left_Y< string label = "Bottom left y"; string widget_type = "slider"; float minimum = -100.0; float maximum = 100.0; float step = 0.1; > = 100.; uniform float Bottom_Right_X< string label = "Bottom right x"; string widget_type = "slider"; float minimum = -100.0; float maximum = 100.0; float step = 0.1; > = 100.; uniform float Bottom_Right_Y< string label = "Bottom right y"; string widget_type = "slider"; float minimum = -100.0; float maximum = 100.0; float step = 0.1; > = 100.; // DEVELOPMENTAL DEBUGGING OPTIONS //uniform float AAstrength = 1.0; //uniform float AAdist = 1.0; //uniform float debug_psmult = 1.0; //#define PIXEL_SIZE_MULT 2.0 float cross2d(in float2 a, in float2 b) { return (a.x * b.y) - (a.y * b.x); } float2 inverse_bilinear(in float2 p, in float2 a, in float2 b, in float2 c, in float2 d) { float2 result = float2(-1., -1.); float2 e = b - a; float2 f = d - a; float2 g = a-b+c-d; float2 h = p-a; float k2 = cross2d(g, f); float k1 = cross2d(e, f) + cross2d(h, g); float k0 = cross2d(h, e); if (abs(k2) < .001) { // Edges are likely parallel, so this is a linear equation. result = float2( (h.x * k1 + f.x * k0) / (e.x * k1 - g.x * k0), -k0 / k1 ); } else { // It''s a quadratic equation. float w = k1 * k1 - 4.0 * k0 * k2; if (w < 0.0) { // Prevent GPUs from going insane. return result; } w = sqrt(w); float ik2 = 0.5/k2; float v = (-k1 - w) * ik2; float u = (h.x - f.x * v) / (e.x + g.x * v); if (u < 0.0 || u > 1.0 || v < 0.0 || v > 1.0) { v = (-k1 + w) * ik2; u = (h.x - f.x * v) / (e.x + g.x * v); } result = float2(u, v); } return result; } // distance to a line segment float sdSegment( in float2 p, in float2 a, in float2 b ) { p -= a; b -= a; return length( p-b*saturate(dot(p,b)/dot(b,b)) ); } // Anti-alias edges - EXPERIMENTAL - (SkeletonBow) float aastepEdgeAlpha(in float alpha, in float2 p, in float2 a, in float2 b) { //float ps = 2.0 * (2.0/uv_size.y); // Original // float ps = debug_psmult * (2.0/uv_size.y); float ps = (2.0/uv_size.y); // float ps = fwidth(p)*2.; // Try using fwidth() - goes haywire on AMD Radeon HD7850 at least, disable for now return lerp( alpha, 0.0, 1.0 - smoothstep(0.0,ps,sdSegment(p,a,b))); } float4 mainImage( VertData v_in ) : TARGET { float2 p = 2.* v_in.uv - 1.; float2 Top_Left = float2(Top_Left_X, Top_Left_Y) * .01; float2 Top_Right = float2(Top_Right_X, Top_Right_Y) * .01; float2 Bottom_Left = float2(Bottom_Left_X, Bottom_Left_Y) * .01; float2 Bottom_Right = float2(Bottom_Right_X, Bottom_Right_Y) * .01; // Convert from screen coords to potential Quad UV coordinates float2 uv = inverse_bilinear(p, Top_Left, Top_Right, Bottom_Right, Bottom_Left); if (max(abs(uv.x - .5), abs(uv.y - .5)) >= .5) { return float4(0.0, 0.0, 0.0, 0.0); } float4 texel = image.Sample(textureSampler, uv); if ( Antialias_Edges ) { // Anti-alias edges of texture texel.a = aastepEdgeAlpha(texel.a, p, Top_Left, Top_Right); texel.a = aastepEdgeAlpha(texel.a, p, Top_Right, Bottom_Right); texel.a = aastepEdgeAlpha(texel.a, p, Bottom_Right, Bottom_Left); texel.a = aastepEdgeAlpha(texel.a, p, Bottom_Left, Top_Left); } return texel; } ' } $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 } } } } } |