Commands/Shaders/Get-OBSGlassShader.ps1
function Get-OBSGlassShader { [Alias('Set-OBSGlassShader','Add-OBSGlassShader')] param( # Set the Alpha_Percent of OBSGlassShader [Alias('Alpha_Percent')] [ComponentModel.DefaultBindingProperty('Alpha_Percent')] [Single] $AlphaPercent, # Set the Offset_Amount of OBSGlassShader [Alias('Offset_Amount')] [ComponentModel.DefaultBindingProperty('Offset_Amount')] [Single] $OffsetAmount, # Set the xSize of OBSGlassShader [ComponentModel.DefaultBindingProperty('xSize')] [Int32] $XSize, # Set the ySize of OBSGlassShader [ComponentModel.DefaultBindingProperty('ySize')] [Int32] $YSize, # Set the Reflection_Offset of OBSGlassShader [Alias('Reflection_Offset')] [ComponentModel.DefaultBindingProperty('Reflection_Offset')] [Int32] $ReflectionOffset, # Set the Horizontal_Border of OBSGlassShader [Alias('Horizontal_Border')] [ComponentModel.DefaultBindingProperty('Horizontal_Border')] [Management.Automation.SwitchParameter] $HorizontalBorder, # Set the Border_Offset of OBSGlassShader [Alias('Border_Offset')] [ComponentModel.DefaultBindingProperty('Border_Offset')] [Single] $BorderOffset, # Set the Border_Color of OBSGlassShader [Alias('Border_Color')] [ComponentModel.DefaultBindingProperty('Border_Color')] [String] $BorderColor, # Set the Glass_Color of OBSGlassShader [Alias('Glass_Color')] [ComponentModel.DefaultBindingProperty('Glass_Color')] [String] $GlassColor, # Set the notes of OBSGlassShader [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 = 'glass' $ShaderNoun = 'OBSGlassShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' // Glass shader by Charles Fettinger for obs-shaderfilter plugin 4/2019 //https://github.com/Oncorporation/obs-shaderfilter //Converted to OpenGl by Q-mii & Exeldro February 25, 2022 uniform float Alpha_Percent< string label = "Alpha Percent"; string widget_type = "slider"; float minimum = 0.0; float maximum = 100.0; float step = 0.1; > = 100.0; uniform float Offset_Amount< string label = "Offset Amount"; string widget_type = "slider"; float minimum = 0.0; float maximum = 10.0; float step = 0.01; > = 0.8; uniform int xSize< string label = "x Size"; string widget_type = "slider"; int minimum = 1; int maximum = 100; int step = 1; > = 8; uniform int ySize< string label = "y Size"; string widget_type = "slider"; int minimum = 1; int maximum = 100; int step = 1; > = 8; uniform int Reflection_Offset< string label = "Reflection Offset"; string widget_type = "slider"; int minimum = 0; int maximum = 100; int step = 1; > = 2; uniform bool Horizontal_Border; uniform float Border_Offset< string label = "Border Offset"; string widget_type = "slider"; float minimum = -0.01; float maximum = 1.01; float step = 0.01; > = 0.5; uniform float4 Border_Color = {.8,.5,1.0,1.0}; uniform float4 Glass_Color; uniform string notes< string widget_type = "info"; > = "xSize, ySize are for distortion. Offset Amount and Reflection Offset change glass properties. Alpha is Opacity of overlay."; float mod(float a, float b){ float d = a / b; return (d-floor(d))*b; } float4 mainImage(VertData v_in) : TARGET { int xSubPixel = int(mod((v_in.uv.x * uv_size.x) , float(clamp(xSize,1,100)))); int ySubPixel = int(mod((v_in.uv.y * uv_size.y) , float(clamp(ySize,1,100)))); float2 offsets = float2(Offset_Amount * xSubPixel / uv_size.x, Offset_Amount * ySubPixel / uv_size.y); float2 uv = v_in.uv + offsets; float2 uv2 = float2(uv.x + (Reflection_Offset / uv_size.x),uv.y + (Reflection_Offset / uv_size.y)); float4 rgba = image.Sample(textureSampler, v_in.uv); float4 rgba_output = float4(rgba.rgb * Border_Color.rgb, rgba.a); rgba = image.Sample(textureSampler, uv); float4 rgba_glass = image.Sample(textureSampler, uv2); float uv_compare = v_in.uv.x; if (Horizontal_Border) uv_compare = v_in.uv.y; if (uv_compare < (Border_Offset - 0.005)) { rgba_output = (rgba + rgba_glass) *.5 * Glass_Color; } else if (uv_compare >= (Border_Offset + 0.005)) { rgba_output = image.Sample(textureSampler, v_in.uv); } return lerp(rgba,rgba_output,(Alpha_Percent * 0.01)); } ' } $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 } } } } } |