Commands/Shaders/Get-OBSDrawingsShader.ps1
function Get-OBSDrawingsShader { [Alias('Set-OBSDrawingsShader','Add-OBSDrawingsShader')] param( # Set the AngleNum of OBSDrawingsShader [ComponentModel.DefaultBindingProperty('AngleNum')] [Int32] $AngleNum, # Set the SampNum of OBSDrawingsShader [ComponentModel.DefaultBindingProperty('SampNum')] [Int32] $SampNum, # 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 = 'drawings' $ShaderNoun = 'OBSDrawingsShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' //based on https://www.shadertoy.com/view/ldlcWs uniform int AngleNum< string label = "Number of angles"; string widget_type = "slider"; int minimum = 0.0; int maximum = 25; int step = 1; > = 3; uniform int SampNum< string label = "Number of samples"; string widget_type = "slider"; int minimum = 0.0; int maximum = 25; int step = 1; > = 9; float4 getCol(float2 pos) { // take aspect ratio into account float2 uv=pos; float4 c1=image.Sample(textureSampler, uv); float4 e=smoothstep(float4(-0.05,-0.05,-0.05,-0.05),float4(-0.0,-0.0,-0.0,-0.0),float4(uv,float2(1,1)-uv)); c1=lerp(float4(1,1,1,0),c1,e.x*e.y*e.z*e.w); float d=clamp(dot(c1.xyz,float3(-.5,1.,-.5)),0.0,1.0); float4 c2=float4(.7,.7,.7,.7); return min(lerp(c1,c2,1.8*d),.7); } float4 getColHT(float2 pos) { return smoothstep(0.795,1.05,getCol(pos)*.8+.2+1.0); } float getVal(float2 pos) { float4 c=getCol(pos); return pow(dot(c.xyz,float3(.333,.333,.333)),1.)*1.; } float2 getGrad(float2 pos, float eps) { float2 d=float2(eps,0.); return float2( getVal(pos+d.xy)-getVal(pos-d.xy), getVal(pos+d.yx)-getVal(pos-d.yx) )/eps/2.; } float lum( float3 c) { return dot(c, float3(0.3, 0.59, 0.11)); } float3 clipcolor( float3 c) { float l = lum(c); float n = min(min(c.r, c.g), c.b); float x = max(max(c.r, c.g), c.b); if (n < 0.0) { c.r = l + ((c.r - l) * l) / (l - n); c.g = l + ((c.g - l) * l) / (l - n); c.b = l + ((c.b - l) * l) / (l - n); } if (x > 1.25) { c.r = l + ((c.r - l) * (1.0 - l)) / (x - l); c.g = l + ((c.g - l) * (1.0 - l)) / (x - l); c.b = l + ((c.b - l) * (1.0 - l)) / (x - l); } return c; } float3 setlum( float3 c, float l) { float d = l - lum(c); c = c + float3(d,d,d); return clipcolor(0.85*c); } float4 mainImage(VertData v_in) : TARGET { float2 pos = v_in.uv; float3 col = float3(0,0,0); float3 col2 = float3(0,0,0); float sum=0.; for(int i=0;i<AngleNum;i++) { float ang=6.28318530717959/float(AngleNum)*(float(i)+0.8); float2 v=float2(cos(ang),sin(ang)); for(int j=0;j<SampNum;j++) { float2 dpos = v.yx*float2(1,-1)*float(j); float2 dpos2 = 5.0*( v.xy*float(j*j)/float(SampNum)*.5); float2 g; float fact; float fact2; float s=3.5; float2 pos2=pos+s*dpos+dpos2; g=getGrad(pos2,0.08); fact=dot(g,v)-.5*abs(dot(g,v.yx*float2(1,-1))); fact2=dot(normalize(g+float2(.0001,.0001)),v.yx*float2(1,-1)); fact=clamp(fact,0.,.05); fact2=abs(fact2); fact*=1.-float(j)/float(SampNum); col += fact; col2 += fact2; sum+=fact2; } } col/=float(SampNum*AngleNum)*0.65; col2/=sum; col.x*=1.6; col.x=1.-col.x; col.x*=col.x*col.x; float2 s=sin(pos.xy*.1); float3 karo=float3(1,1,1); karo-=.75755*float3(.25,.1,.1)*dot(exp(-s*s*80.),float2(1.,1.)); float r=length(pos-float2(0.5,0.5)); float vign=1.-r*r*r; float4 fragColor = float4(float3(col.x*col2*karo*vign ),1); float4 origCol = image.Sample(textureSampler, v_in.uv); float4 overlayColor = /*float4(0.3755,0.05,0.,0.0)**/origCol; fragColor = float4( setlum(1.25*overlayColor.rgb, lum(fragColor.rgb)) * 1.0, 1.0); fragColor.rgb -= 0.75- clamp (origCol.r + origCol.g + origCol.b , 0.0 , 0.75); return fragColor; } ' } $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 } } } } } |