Commands/Shaders/Get-OBSGradientShader.ps1

function Get-OBSGradientShader {

[Alias('Set-OBSGradientShader','Add-OBSGradientShader')]
param(
# Set the start_color of OBSGradientShader
[Alias('start_color')]
[ComponentModel.DefaultBindingProperty('start_color')]
[String]
$StartColor,
# Set the start_step of OBSGradientShader
[Alias('start_step')]
[ComponentModel.DefaultBindingProperty('start_step')]
[Single]
$StartStep,
# Set the middle_color of OBSGradientShader
[Alias('middle_color')]
[ComponentModel.DefaultBindingProperty('middle_color')]
[String]
$MiddleColor,
# Set the middle_step of OBSGradientShader
[Alias('middle_step')]
[ComponentModel.DefaultBindingProperty('middle_step')]
[Single]
$MiddleStep,
# Set the end_color of OBSGradientShader
[Alias('end_color')]
[ComponentModel.DefaultBindingProperty('end_color')]
[String]
$EndColor,
# Set the end_step of OBSGradientShader
[Alias('end_step')]
[ComponentModel.DefaultBindingProperty('end_step')]
[Single]
$EndStep,
# Set the alpha_percent of OBSGradientShader
[Alias('alpha_percent')]
[ComponentModel.DefaultBindingProperty('alpha_percent')]
[Int32]
$AlphaPercent,
# Set the pulse_speed of OBSGradientShader
[Alias('pulse_speed')]
[ComponentModel.DefaultBindingProperty('pulse_speed')]
[Int32]
$PulseSpeed,
# Set the ease of OBSGradientShader
[ComponentModel.DefaultBindingProperty('ease')]
[Management.Automation.SwitchParameter]
$Ease,
# Set the rotate_colors of OBSGradientShader
[Alias('rotate_colors')]
[ComponentModel.DefaultBindingProperty('rotate_colors')]
[Management.Automation.SwitchParameter]
$RotateColors,
# Set the Apply_To_Alpha_Layer of OBSGradientShader
[Alias('Apply_To_Alpha_Layer')]
[ComponentModel.DefaultBindingProperty('Apply_To_Alpha_Layer')]
[Management.Automation.SwitchParameter]
$ApplyToAlphaLayer,
# Set the Apply_To_Specific_Color of OBSGradientShader
[Alias('Apply_To_Specific_Color')]
[ComponentModel.DefaultBindingProperty('Apply_To_Specific_Color')]
[Management.Automation.SwitchParameter]
$ApplyToSpecificColor,
# Set the Color_To_Replace of OBSGradientShader
[Alias('Color_To_Replace')]
[ComponentModel.DefaultBindingProperty('Color_To_Replace')]
[String]
$ColorToReplace,
# Set the horizontal of OBSGradientShader
[ComponentModel.DefaultBindingProperty('horizontal')]
[Management.Automation.SwitchParameter]
$Horizontal,
# Set the vertical of OBSGradientShader
[ComponentModel.DefaultBindingProperty('vertical')]
[Management.Automation.SwitchParameter]
$Vertical,
# Set the gradient_center_width_percentage of OBSGradientShader
[Alias('gradient_center_width_percentage')]
[ComponentModel.DefaultBindingProperty('gradient_center_width_percentage')]
[Int32]
$GradientCenterWidthPercentage,
# Set the gradient_center_height_percentage of OBSGradientShader
[Alias('gradient_center_height_percentage')]
[ComponentModel.DefaultBindingProperty('gradient_center_height_percentage')]
[Int32]
$GradientCenterHeightPercentage,
# Set the notes of OBSGradientShader
[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 = 'gradient'
$ShaderNoun = 'OBSGradientShader'
if (-not $psBoundParameters['ShaderText']) {    
    $psBoundParameters['ShaderText'] = $ShaderText = '
// gradient shader by Charles Fettinger for obs-shaderfilter plugin 3/2019
//https://github.com/Oncorporation/obs-shaderfilter
//Converted to OpenGL by Q-mii & Exeldro February 25, 2022
uniform float4 start_color = { 0.1, 0.3, 0.1, 1.0 };
uniform float start_step<
    string label = "Start step";
    string widget_type = "slider";
    float minimum = 0.0;
    float maximum = 1.0;
    float step = 0.01;
> = 0.15;
uniform float4 middle_color = { 1.0, 1.0, 1.0, 1.0 };
uniform float middle_step<
    string label = "Middle step";
    string widget_type = "slider";
    float minimum = 0.0;
    float maximum = 1.0;
    float step = 0.01;
> = 0.4;
uniform float4 end_color = { 0.75, 0.75, 0.75, 1.0};
uniform float end_step<
    string label = "End step";
    string widget_type = "slider";
    float minimum = 0.0;
    float maximum = 1.0;
    float step = 0.01;
> = 0.9;
uniform int alpha_percent<
    string label = "Alpha percent";
    string widget_type = "slider";
    int minimum = 0;
    int maximum = 100;
    int step = 1;
> = 90;
uniform int pulse_speed<
    string label = "Pulse speed";
    string widget_type = "slider";
    int minimum = 0;
    int maximum = 100;
    int step = 1;
> = 0;
uniform bool ease;
uniform bool rotate_colors;
uniform bool Apply_To_Alpha_Layer = true;
uniform bool Apply_To_Specific_Color;
uniform float4 Color_To_Replace;
uniform bool horizontal;
uniform bool vertical;
uniform int gradient_center_width_percentage<
    string label = "gradient center width percentage";
    string widget_type = "slider";
    int minimum = 0;
    int maximum = 100;
    int step = 1;
> = 50;
uniform int gradient_center_height_percentage<
    string label = "gradient center height percentage";
    string widget_type = "slider";
    int minimum = 0;
    int maximum = 100;
    int step = 1;
> = 50;
uniform string notes<
    string widget_type = "info";
> = "gradient center items will change the center location. Pulse Speed greater than 0 will animate. Easing seem to be too fast.";

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;
}

struct gradient
{
    float4 color;
    float step;
};


float4 mainImage(VertData v_in) : TARGET
{
    const float PI = 3.14159265f;//acos(-1);
    float speed = float(pulse_speed) * 0.01;
    float alpha = float(alpha_percent) * 0.01;
    
    //circular easing variable
    float t = sin(elapsed_time * speed) * 2 - 1;
    float b = 0.0; //start value
    float c = 2.0; //change value
    float d = 2.0; //duration

    float2 gradient_center = float2(float(gradient_center_width_percentage) * 0.01,float(gradient_center_height_percentage) * 0.01);
    float4 color = image.Sample(textureSampler, v_in.uv);
    float luminance = color.a * 0.299 + color.g * 0.587 + color.b * 0.114;
    float4 gray = float4(luminance,luminance,luminance, 1);

    // skip if (alpha is zero and only apply to alpha layer is true)
    if (!(color.a <= 0.0 && Apply_To_Alpha_Layer == true))
    {
        b = BlurStyler(t, 0, c, d, ease);

        const int no_colors = 3;
        float4 s_color = start_color;
        float4 m_color = middle_color;
        float4 e_color = end_color;

        if (rotate_colors)
        {
            // get general time number between 0 and 4
            float tx = (b + 1) * 2;
            // 3 steps c1->c2, c2->c3, c3->c1
            //when between 0 - 1 only c1 rises then falls

            if (tx <= 2.0)
            {
                s_color = lerp(start_color, middle_color, clamp((min(tx, 2.0) * 0.5) * 2, 0.0, 1.0));
                m_color = lerp(middle_color, end_color, clamp((min(tx, 2.0) * 0.5) * 2, 0.0, 1.0));
                e_color = lerp(end_color, start_color, clamp((min(tx, 2.0) * 0.5) * 2, 0.0, 1.0));
            }

            if ((tx >= 1.0) && (tx <= 3.0))
            {
                s_color = lerp(middle_color, end_color, clamp(((min(max(1.0, tx), 3.0) - 1) * 0.5) * 2, 0.0, 1.0));
                m_color = lerp(end_color, start_color, clamp(((min(max(1.0, tx), 3.0) - 1) * 0.5) * 2, 0.0, 1.0));
                e_color = lerp(start_color, middle_color, clamp(((min(max(1.0, tx), 3.0) - 1) * 0.5) * 2, 0.0, 1.0));
            }

            if (tx >= 2.0)
            {
                s_color = lerp(end_color, start_color, clamp(((min(2.0, tx) - 2) * 0.5) * 2, 0.0, 1.0));
                m_color = lerp(start_color, middle_color, clamp(((min(2.0, tx) - 2) * 0.5) * 2, 0.0, 1.0));
                e_color = lerp(middle_color, end_color, clamp(((min(2.0, tx) - 2) * 0.5) * 2, 0.0, 1.0));
            }

            if (tx < 0)
            {
                s_color = lerp(end_color, start_color, clamp(abs(max(1.0, tx)) * 2, 0.0, 1.0));
                m_color = lerp(start_color, middle_color, clamp(abs(max(1.0, tx)) * 2, 0.0, 1.0));
                e_color = lerp(middle_color, end_color, clamp(abs(max(1.0, tx)) * 2, 0.0, 1.0));
            }
        }

        float4 colors[no_colors];
        colors[0] =s_color;
        colors[1] = m_color;
        colors[2] = e_color;
        float step[no_colors];
        step[0] = start_step;
        step[1] = middle_step;
        step[2] = end_step;

        float redness = max(min(color.r - color.g, color.r - color.b) / color.r, 0);
        float greenness = max(min(color.g - color.r, color.g - color.b) / color.g, 0);
        float blueness = max(min(color.b - color.r, color.b - color.g) / color.b, 0);

        float dist = distance(v_in.uv, gradient_center);
        if (horizontal && (vertical == false))
        {
            dist = distance(v_in.uv.y, gradient_center.y);
        }
        if (vertical && (horizontal == false))
        {
            dist = distance(v_in.uv.x, gradient_center.x);
        }

        float4 col = colors[0];
        for (int i = 1; i < no_colors; ++i) {
            col = lerp(col, colors[i], smoothstep(step[i - 1], step[i], dist));
        }
        col.a = clamp(alpha, 0.0, 1.0);
        if (Apply_To_Alpha_Layer == false)
            color.a = alpha;
        if (Apply_To_Specific_Color)
        {
            col.a = alpha;
            float4 original_color = image.Sample(textureSampler, v_in.uv);
            col.rgb = (distance(color.rgb, Color_To_Replace.rgb) <= 0.075) ? col.rgb : original_color.rgb;
        }
        // result = float4(redness, greenness,blueness,1);
        //color *= float4(col.r, col.g, col.b, clamp(dot(color, luminance)* alpha, 0.0, 1.0));
        //color.rgb += col * alpha;
        //color.a += clamp(1.0 - alpha, 0.0,1.0);
        ///color.rgb *= (color.rgb * clamp(1.0- alpha, 0.0, 1.0)) + (col.rgb * clamp(alpha, 0.0, 1.0));
        //color = float4(max(color.r, col.r), max(color.g, col.g), max(color.b, col.b), clamp(dot(color, luminance) * alpha, 0.0, 1.0));
        color.rgb = lerp(color.rgb, col.rgb, clamp(alpha, 0.0, 1.0));

    }
    return 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
        }
    }
}

}


}