Commands/Shaders/Get-OBSLuminanceShader.ps1
function Get-OBSLuminanceShader { [Alias('Set-OBSLuminanceShader','Add-OBSLuminanceShader')] param( # Set the color of OBSLuminanceShader [ComponentModel.DefaultBindingProperty('color')] [String] $Color, # Set the level of OBSLuminanceShader [ComponentModel.DefaultBindingProperty('level')] [Single] $Level, # Set the invertImageColor of OBSLuminanceShader [ComponentModel.DefaultBindingProperty('invertImageColor')] [Management.Automation.SwitchParameter] $InvertImageColor, # Set the invertAlphaChannel of OBSLuminanceShader [ComponentModel.DefaultBindingProperty('invertAlphaChannel')] [Management.Automation.SwitchParameter] $InvertAlphaChannel, # Set the notes of OBSLuminanceShader [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 = 'Luminance' $ShaderNoun = 'OBSLuminanceShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' //Converted to OpenGL by Exeldro February 22, 2022 uniform float4 color; uniform float level< string label = "Level"; string widget_type = "slider"; float minimum = 0.0; float maximum = 10.0; float step = 0.01; > = 1.0; uniform bool invertImageColor; uniform bool invertAlphaChannel; uniform string notes< string widget_type = "info"; > = "''color'' - the color to add to the original image. Multiplies the color against the original color giving it a tint. White represents no tint. ''invertImageColor'' - - inverts the color of the screen, great for testing and fine tuning. ''level'' - transparency amount modifier where 1.0 = base luminance (recommend 0.00 - 10.00). ''invertAlphaChannel'' - flip what is transparent from darks (default) to lights"; float4 InvertColor(float4 rgba_in) { rgba_in.r = 1.0 - rgba_in.r; rgba_in.g = 1.0 - rgba_in.g; rgba_in.b = 1.0 - rgba_in.b; rgba_in.a = 1.0 - rgba_in.a; return rgba_in; } float4 mainImage(VertData v_in) : TARGET { float4 rgba = image.Sample(textureSampler, v_in.uv); if (rgba.a > 0.0) { if (invertImageColor) { rgba = InvertColor(rgba); } float intensity = rgba.r * color.r * 0.299 + rgba.g * color.g * 0.587 + rgba.b * color.b * 0.114; //intensity = min(max(intensity,minIntensity),maxIntensity); if (invertAlphaChannel) { intensity = 1.0 - intensity; } rgba *= color; rgba.a = clamp((intensity * level), 0.0, 1.0); } return rgba; } ' } $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 } } } } } |