Commands/Shaders/Get-OBSGaussianExampleShader.ps1
function Get-OBSGaussianExampleShader { [Alias('Set-OBSGaussianExampleShader','Add-OBSGaussianExampleShader')] param( # Set the ViewProj of OBSGaussianExampleShader [ComponentModel.DefaultBindingProperty('ViewProj')] [Single[][]] $ViewProj, # Set the image of OBSGaussianExampleShader [ComponentModel.DefaultBindingProperty('image')] [String] $Image, # Set the elapsed_time of OBSGaussianExampleShader [Alias('elapsed_time')] [ComponentModel.DefaultBindingProperty('elapsed_time')] [Single] $ElapsedTime, # Set the uv_offset of OBSGaussianExampleShader [Alias('uv_offset')] [ComponentModel.DefaultBindingProperty('uv_offset')] [Single[]] $UvOffset, # Set the uv_scale of OBSGaussianExampleShader [Alias('uv_scale')] [ComponentModel.DefaultBindingProperty('uv_scale')] [Single[]] $UvScale, # Set the uv_size of OBSGaussianExampleShader [Alias('uv_size')] [ComponentModel.DefaultBindingProperty('uv_size')] [Single[]] $UvSize, # Set the uv_pixel_interval of OBSGaussianExampleShader [Alias('uv_pixel_interval')] [ComponentModel.DefaultBindingProperty('uv_pixel_interval')] [Single[]] $UvPixelInterval, # Set the initial_image of OBSGaussianExampleShader [Alias('initial_image')] [ComponentModel.DefaultBindingProperty('initial_image')] [String] $InitialImage, # Set the before_image of OBSGaussianExampleShader [Alias('before_image')] [ComponentModel.DefaultBindingProperty('before_image')] [String] $BeforeImage, # Set the after_image of OBSGaussianExampleShader [Alias('after_image')] [ComponentModel.DefaultBindingProperty('after_image')] [String] $AfterImage, # Set the text_color of OBSGaussianExampleShader [Alias('text_color')] [ComponentModel.DefaultBindingProperty('text_color')] [String] $TextColor, # Set the max_distance of OBSGaussianExampleShader [Alias('max_distance')] [ComponentModel.DefaultBindingProperty('max_distance')] [Single] $MaxDistance, # Set the exp of OBSGaussianExampleShader [ComponentModel.DefaultBindingProperty('exp')] [Single] $Exp, # 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 = 'gaussian-example' $ShaderNoun = 'OBSGaussianExampleShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' uniform float4x4 ViewProj; uniform texture2d image; uniform float elapsed_time; uniform float2 uv_offset; uniform float2 uv_scale; uniform float2 uv_size; uniform float2 uv_pixel_interval; /*-------------------------. | :: Texture and sampler:: | ''-------------------------*/ uniform texture2d initial_image; sampler_state initial_sampler { Filter = Linear; AddressU = Border; AddressV = Border; BorderColor = 00000000; texture2d = initial_image; }; uniform texture2d before_image; sampler_state before_sampler { Filter = Linear; AddressU = Border; AddressV = Border; BorderColor = 00000000; texture2d = before_image; }; uniform texture2d after_image; sampler_state after_sampler { Filter = Linear; AddressU = Border; AddressV = Border; BorderColor = 00000000; texture2d = after_image; }; sampler_state textureSampler { Filter = Linear; AddressU = Border; AddressV = Border; BorderColor = 00000000; }; struct VertData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct ColorData { float4 initial_color : SV_TARGET0; float4 before_color: SV_TARGET1; float4 after_color : SV_TARGET2; }; uniform float4 text_color; uniform float max_distance; uniform float exp; #define PI 3.141592653589793238462643383279502884197169399375105820974 VertData mainTransform(VertData v_in) { VertData vert_out = v_in; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); vert_out.uv = v_in.uv * uv_scale + uv_offset; return vert_out; } float4 grayscale(float4 color) { float grayscale = color.r * 0.3 + color.g * 0.59 + color.b * 0.11; return float4(grayscale, grayscale, grayscale, color.a); } float4 gaussian(VertData v_in, float angle) { float rad = radians(angle); float2 dir = float2(sin(rad), cos(rad)) * (uv_pixel_interval * max_distance); float2 dir_2 = dir * 2.0; float4 ret = image.Sample(textureSampler, v_in.uv) * 0.375; float4 px_away = image.Sample(textureSampler, v_in.uv + dir); px_away += image.Sample(textureSampler, v_in.uv - dir); px_away *= 0.25; float4 px_2_away = image.Sample(textureSampler, v_in.uv + dir_2); px_2_away += image.Sample(textureSampler, v_in.uv + dir_2); px_2_away *= 0.0625; return ret + px_away + px_2_away; } ColorData setColorData(VertData v_in): SV_TARGET0 { //string RenderTarget0 = "initial_image"; ColorData cd;// = (ColorData)0; cd.initial_color = image.Sample(textureSampler, v_in.uv); cd.before_color = float4(0.0,0.0,1.0,1.0); cd.after_color = float4(1.0,0.0,0.0,1.0); return cd; } float4 blurImageH(VertData v_in) : SV_TARGET1 { //string RenderTarget1 = "before_image"; //ColorData cd = (ColorData)0; //cd.initial_color = image.Sample(textureSampler, v_in.uv); //cd.before_color = float4(0.0,0.0,1.0,1.0);//gaussian(v_in, 0); return float4(0.0,0.0,1.0,1.0); } float4 blurImageV(VertData v_in) : SV_TARGET2 { //string RenderTarget2 = "after_image"; //ColorData cd = (ColorData)0; //cd.after_color = float4(1.0,0.0,0.0,1.0); //gaussian(v_in, 90); return float4(1.0,0.0,0.0,1.0); } float4 mainImage(VertData v_in) : SV_TARGET0 { float4 color; ColorData cd;// = (ColorData)0; //cd.initial_color = initial_image.Sample(initial_sampler, v_in.uv); //cd.before_color = before_image.Sample(before_sampler, v_in.uv); cd.after_color = after_image.Sample(before_sampler, v_in.uv); if (max_distance <= 5) { color = cd.before_color; } else { color = cd.after_color;//image.Sample(textureSampler, v_in.uv); } float4 gray = grayscale(color); float4 gray_text = grayscale(text_color); float d = distance(gray.rgb, gray_text.rgb); if (d <= dot(max_distance, uv_pixel_interval.x * max_distance)){ float d_c = pow(d*2, exp) / pow(2, exp); d_c = sin(d_c * PI / 2); d = pow(1.0 - sin(d * PI/4), exp); color.rgb = float3(d,d,d); } return color; } technique Draw { pass pre { vertex_shader = mainTransform(v_in); pixel_shader = setColorData(v_in); } pass b0 { vertex_shader = mainTransform(v_in); pixel_shader = blurImageH(v_in); } pass b1 { vertex_shader = mainTransform(v_in); pixel_shader = blurImageV(v_in); } pass p0 { vertex_shader = mainTransform(v_in); pixel_shader = mainImage(v_in); } } ' } $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 } } } } } |