Commands/Shaders/Get-OBSDigitalRainShader.ps1
function Get-OBSDigitalRainShader { [Alias('Set-OBSDigitalRainShader','Add-OBSDigitalRainShader')] param( # Set the font of OBSDigitalRainShader [ComponentModel.DefaultBindingProperty('font')] [String] $Font, # Set the noise of OBSDigitalRainShader [ComponentModel.DefaultBindingProperty('noise')] [String] $Noise, # Set the base_color of OBSDigitalRainShader [Alias('base_color')] [ComponentModel.DefaultBindingProperty('base_color')] [String] $BaseColor, # Set the rain_speed of OBSDigitalRainShader [Alias('rain_speed')] [ComponentModel.DefaultBindingProperty('rain_speed')] [Single] $RainSpeed, # Set the char_speed of OBSDigitalRainShader [Alias('char_speed')] [ComponentModel.DefaultBindingProperty('char_speed')] [Single] $CharSpeed, # Set the glow_contrast of OBSDigitalRainShader [Alias('glow_contrast')] [ComponentModel.DefaultBindingProperty('glow_contrast')] [Single] $GlowContrast, # 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 = 'digital-rain' $ShaderNoun = 'OBSDigitalRainShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' // based on https://www.shadertoy.com/view/ldccW4 by WillKirkby #ifndef OPENGL #define fract frac #define mix lerp #endif uniform texture2d font = "font.png"; uniform texture2d noise = "noise.png"; uniform float4 base_color = {.1, 1.0, .35, 1.0}; uniform float rain_speed< string label = "Rain Speed"; string widget_type = "slider"; float minimum = 0.001; float maximum = 2.0; float step = .001; > = 1.0; uniform float char_speed< string label = "Character Speed"; string widget_type = "slider"; float minimum = 0.0; float maximum = 2.0; float step = .001; > = 1.0; uniform float glow_contrast< string label = "Glow contrast"; string widget_type = "slider"; float minimum = 0.0; float maximum = 2.5; float step = .001; > = 1.0; float mod(float x, float y) { return x - y * floor(x/y); } float2 mod2(float2 x, float2 y) { return x - y * floor(x/y); } float text(float2 fragCoord) { float2 uv = mod2(fragCoord, float2(16.0, 16.0) )/16.0; float2 block = (fragCoord*.0625 - uv)/uv_size*16.0; uv = uv*.8+.1; // scale the letters up a bit block += elapsed_time*.002*char_speed; uv += floor(noise.Sample(textureSampler, fract(block)).xy * 16.); // randomize letters uv *= .0625; // bring back into 0-1 range return font.Sample(textureSampler, uv).r; } float3 rain(float2 fragCoord) { fragCoord.x -= mod(fragCoord.x, 16.); float offset=sin(fragCoord.x*15.); float speed=(cos(fragCoord.x*3.)*.3+.7)*rain_speed; float y = fract(fragCoord.y/uv_size.y + elapsed_time*speed + offset); return base_color.rgb / pow(y*20.0, glow_contrast); } float4 mainImage(VertData v_in) : TARGET { return mix(image.Sample(textureSampler, v_in.uv),float4(rain(float2(v_in.uv.x,1.0-v_in.uv.y)*uv_size),1.0), text(v_in.uv*uv_size)); } ' } $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 } } } } } |