Commands/Shaders/Get-OBSFisheyeXyShader.ps1

function Get-OBSFisheyeXyShader {

[Alias('Set-OBSFisheyeXyShader','Add-OBSFisheyeXyShader')]
param(
# Set the center_x_percent of OBSFisheyeXyShader
[Alias('center_x_percent')]
[ComponentModel.DefaultBindingProperty('center_x_percent')]
[Single]
$CenterXPercent,
# Set the center_y_percent of OBSFisheyeXyShader
[Alias('center_y_percent')]
[ComponentModel.DefaultBindingProperty('center_y_percent')]
[Single]
$CenterYPercent,
# Set the power_x of OBSFisheyeXyShader
[Alias('power_x')]
[ComponentModel.DefaultBindingProperty('power_x')]
[Single]
$PowerX,
# Set the power_y of OBSFisheyeXyShader
[Alias('power_y')]
[ComponentModel.DefaultBindingProperty('power_y')]
[Single]
$PowerY,
# 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 = 'fisheye-xy'
$ShaderNoun = 'OBSFisheyeXyShader'
if (-not $psBoundParameters['ShaderText']) {    
    $psBoundParameters['ShaderText'] = $ShaderText = '
uniform float center_x_percent<
    string label = "Center x percent";
    string widget_type = "slider";
    float minimum = 0.0;
    float maximum = 100.0;
    float step = 0.01;
> = 50.0;
uniform float center_y_percent<
    string label = "Center y percent";
    string widget_type = "slider";
    float minimum = 0.0;
    float maximum = 100.0;
    float step = 0.01;
> = 50.0;
uniform float power_x<
    string label = "Power x";
    string widget_type = "slider";
    float minimum = -2.0;
    float maximum = 2.0;
    float step = 0.01;
> = 1.75;
uniform float power_y<
    string label = "Power y";
    string widget_type = "slider";
    float minimum = -2.0;
    float maximum = 2.0;
    float step = 0.01;
> = 1.75;

float4 mainImage(VertData v_in) : TARGET
{
    float2 center_pos = float2(center_x_percent * .01, center_y_percent * .01);
    float2 uv = v_in.uv;
    if (power_x >= 0.0001){
        float b = sqrt(dot(center_pos, center_pos));
        uv.x = (center_pos + normalize(v_in.uv - center_pos) * tan(distance(center_pos, v_in.uv) * power_x) * b / tan( b * power_x)).x;
    } else if(power_x <= -0.0001){
        float b;
        if (uv_pixel_interval.x < uv_pixel_interval.y){
            b = center_pos.x;
        } else {
            b = center_pos.y;
        }
        uv.x = (center_pos + normalize(v_in.uv - center_pos) * atan(distance(center_pos, v_in.uv) * -power_x * 10.0) * b / atan(-power_x * b * 10.0)).x;
    }
    if (power_y >= 0.0001){
        float b = sqrt(dot(center_pos, center_pos));
        uv.y = (center_pos + normalize(v_in.uv - center_pos) * tan(distance(center_pos, v_in.uv) * power_y) * b / tan( b * power_y)).y;
    } else if(power_y <= -0.0001){
        float b;
        if (uv_pixel_interval.x < uv_pixel_interval.y){
            b = center_pos.x;
        } else {
            b = center_pos.y;
        }
        uv.y = (center_pos + normalize(v_in.uv - center_pos) * atan(distance(center_pos, v_in.uv) * -power_y * 10.0) * b / atan(-power_y * b * 10.0)).y;
    }
    return image.Sample(textureSampler, uv);
}

'

}
$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
        }
    }
}

}


}