Commands/Shaders/Get-OBSDrunkShader.ps1
function Get-OBSDrunkShader { [Alias('Set-OBSDrunkShader','Add-OBSDrunkShader')] param( # Set the color_matrix of OBSDrunkShader [Alias('color_matrix')] [ComponentModel.DefaultBindingProperty('color_matrix')] [Single[][]] $ColorMatrix, # Set the glow_percent of OBSDrunkShader [Alias('glow_percent')] [ComponentModel.DefaultBindingProperty('glow_percent')] [Int32] $GlowPercent, # Set the blur of OBSDrunkShader [ComponentModel.DefaultBindingProperty('blur')] [Int32] $Blur, # Set the min_brightness of OBSDrunkShader [Alias('min_brightness')] [ComponentModel.DefaultBindingProperty('min_brightness')] [Int32] $MinBrightness, # Set the max_brightness of OBSDrunkShader [Alias('max_brightness')] [ComponentModel.DefaultBindingProperty('max_brightness')] [Int32] $MaxBrightness, # Set the pulse_speed_percent of OBSDrunkShader [Alias('pulse_speed_percent')] [ComponentModel.DefaultBindingProperty('pulse_speed_percent')] [Int32] $PulseSpeedPercent, # Set the Apply_To_Alpha_Layer of OBSDrunkShader [Alias('Apply_To_Alpha_Layer')] [ComponentModel.DefaultBindingProperty('Apply_To_Alpha_Layer')] [Management.Automation.SwitchParameter] $ApplyToAlphaLayer, # Set the glow_color of OBSDrunkShader [Alias('glow_color')] [ComponentModel.DefaultBindingProperty('glow_color')] [String] $GlowColor, # Set the ease of OBSDrunkShader [ComponentModel.DefaultBindingProperty('ease')] [Management.Automation.SwitchParameter] $Ease, # Set the glitch of OBSDrunkShader [ComponentModel.DefaultBindingProperty('glitch')] [Management.Automation.SwitchParameter] $Glitch, # Set the notes of OBSDrunkShader [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 = 'drunk' $ShaderNoun = 'OBSDrunkShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' // Drunk shader by Charles Fettinger (https://github.com/Oncorporation) 2/2019 //Converted to OpenGL by Q-mii & Exeldro March 11, 2022 uniform float4x4 color_matrix; uniform int glow_percent< string label = "Glow percent"; string widget_type = "slider"; int minimum = 0; int maximum = 100; int step = 1; > = 10; uniform int blur< string label = "Blur"; string widget_type = "slider"; int minimum = 0; int maximum = 100; int step = 1; > = 1; uniform int min_brightness< string label = "Min brightness"; string widget_type = "slider"; int minimum = 0; int maximum = 100; int step = 1; > = 27; uniform int max_brightness< string label = "Max brightness"; string widget_type = "slider"; int minimum = 0; int maximum = 100; int step = 1; > = 100; uniform int pulse_speed_percent< string label = "Pulse speed percent"; string widget_type = "slider"; int minimum = 0; int maximum = 100; int step = 1; > = 0; uniform bool Apply_To_Alpha_Layer = true; uniform float4 glow_color; uniform bool ease; uniform bool glitch; uniform string notes< string widget_type = "info"; > ="''drunk refers to the bad blur effect of using 4 coordinates to blur. ''blur'' - the distance between the 4 copies (recommend 1-4)"; // Gaussian Blur float Gaussian(float x, float o) { const float pivalue = 3.1415926535897932384626433832795; return (1.0 / (o * sqrt(2.0 * pivalue))) * exp((-(x * x)) / (2 * (o * o))); } float EaseInOutCircTimer(float t,float b,float c,float d){ t /= d/2; if (t < 1) return -c/2 * (sqrt(1 - t*t) - 1) + b; t -= 2; return c/2 * (sqrt(1 - t*t) + 1) + b; } float BlurStyler(float t,float b,float c,float d,bool ease) { if (ease) return EaseInOutCircTimer(t,0,c,d); return t; } float4 InternalGaussianPrecalculated(float2 p_uv, float2 p_uvStep, int p_radius, texture2d p_image, float2 p_imageTexel, texture2d p_kernel, float2 p_kernelTexel) { float4 l_value = image.Sample(pointClampSampler, p_uv) * kernel.Sample(pointClampSampler, float2(0, 0)).r; float2 l_uvoffset = float2(0, 0); for (int k = 1; k <= p_radius; k++) { l_uvoffset += p_uvStep; float l_g = kernel.Sample(pointClampSampler, p_kernelTexel * k).r; float4 l_p = image.Sample(pointClampSampler, p_uv + l_uvoffset) * l_g; float4 l_n = image.Sample(pointClampSampler, p_uv - l_uvoffset) * l_g; l_value += l_p + l_n; } return l_value; } float4 mainImage(VertData v_in) : TARGET { float2 offsets[4]; offsets[0] = float2(-0.05, 0.066); offsets[1] = float2(-0.05, -0.066); offsets[2] = float2(0.05, -0.066); offsets[3] = float2(0.05, 0.066); // convert input for vector math float blur_amount = float(blur) /100; float glow_amount = float(glow_percent) * 0.1; float speed = float(pulse_speed_percent) * 0.01; float luminance_floor = float(min_brightness) * 0.01; float luminance_ceiling = float(max_brightness) * 0.01; float4 color = image.Sample(textureSampler, v_in.uv); float4 temp_color = color; bool glitch_on = glitch; //circular easing variable float t = 1 + sin(elapsed_time * speed); float b = 0.0; //start value float c = 2.0; //change value float d = 2.0; //duration //if(color.a <= 0.0) color.rgb = float3(0.0,0.0,0.0); float4 glitch_color = glow_color; for (int n = 0; n < 4; n++){ //blur sample b = BlurStyler(t,0,c,d,ease); float4 ncolor = image.Sample(textureSampler, v_in.uv + (blur_amount * b) * offsets[n]) ; //test for rand_f color if (glitch) { glitch_color = float4(glow_color.rgb * rand_f,glow_color.a); if ((color.r == rand_f) || (color.g == rand_f) || (color.b == rand_f)) { glitch_on = true; } } float intensity = ncolor.r * 0.299 + ncolor.g * 0.587 + ncolor.b * 0.114; if (((intensity >= luminance_floor) && (intensity <= luminance_ceiling)) || // test luminance ((color.r == glow_color.r) && (color.g == glow_color.g) && (color.b == glow_color.b)) || //test for chosen color glitch_on) //test for rand color { //glow calc if (ncolor.a > 0.0 || Apply_To_Alpha_Layer == false) { ncolor.a = clamp(ncolor.a * glow_amount, 0.0, 1.0); //temp_color = max(temp_color,ncolor) * glow_color ;//* ((1-ncolor.a) + color * ncolor.a); //temp_color += (ncolor * float4(glow_color.rbg, glow_amount)); // use temp_color as floor, add glow, use highest alpha of blur pixels, then multiply by glow color // max is used to simulate addition of vector texture color temp_color = float4(max(temp_color.rgb, ncolor.rgb * (glow_amount * (b / 2))), // color effected by glow over time max(temp_color.a, (glow_amount * (b / 2)))) // alpha affected by glow over time * (glitch_color * (b / 2)); // glow color affected by glow over time } } } // grab lighter color return max(color,temp_color); } ' } $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 } } } } } |