Commands/Shaders/Get-OBSMatrixShader.ps1
function Get-OBSMatrixShader { [Alias('Set-OBSMatrixShader','Add-OBSMatrixShader')] param( # Set the ViewProj of OBSMatrixShader [ComponentModel.DefaultBindingProperty('ViewProj')] [Single[][]] $ViewProj, # Set the image of OBSMatrixShader [ComponentModel.DefaultBindingProperty('image')] [String] $Image, # Set the elapsed_time of OBSMatrixShader [Alias('elapsed_time')] [ComponentModel.DefaultBindingProperty('elapsed_time')] [Single] $ElapsedTime, # Set the uv_offset of OBSMatrixShader [Alias('uv_offset')] [ComponentModel.DefaultBindingProperty('uv_offset')] [Single[]] $UvOffset, # Set the uv_scale of OBSMatrixShader [Alias('uv_scale')] [ComponentModel.DefaultBindingProperty('uv_scale')] [Single[]] $UvScale, # Set the uv_size of OBSMatrixShader [Alias('uv_size')] [ComponentModel.DefaultBindingProperty('uv_size')] [Single[]] $UvSize, # Set the uv_pixel_interval of OBSMatrixShader [Alias('uv_pixel_interval')] [ComponentModel.DefaultBindingProperty('uv_pixel_interval')] [Single[]] $UvPixelInterval, # Set the rand_f of OBSMatrixShader [Alias('rand_f')] [ComponentModel.DefaultBindingProperty('rand_f')] [Single] $RandF, # Set the rand_instance_f of OBSMatrixShader [Alias('rand_instance_f')] [ComponentModel.DefaultBindingProperty('rand_instance_f')] [Single] $RandInstanceF, # Set the rand_activation_f of OBSMatrixShader [Alias('rand_activation_f')] [ComponentModel.DefaultBindingProperty('rand_activation_f')] [Single] $RandActivationF, # Set the loops of OBSMatrixShader [ComponentModel.DefaultBindingProperty('loops')] [Int32] $Loops, # Set the local_time of OBSMatrixShader [Alias('local_time')] [ComponentModel.DefaultBindingProperty('local_time')] [Single] $LocalTime, # Set the mouse of OBSMatrixShader [ComponentModel.DefaultBindingProperty('mouse')] [Single[]] $Mouse, # Set the Invert_Direction of OBSMatrixShader [Alias('Invert_Direction')] [ComponentModel.DefaultBindingProperty('Invert_Direction')] [Management.Automation.SwitchParameter] $InvertDirection, # Set the lumaMin of OBSMatrixShader [ComponentModel.DefaultBindingProperty('lumaMin')] [Single] $LumaMin, # Set the lumaMinSmooth of OBSMatrixShader [ComponentModel.DefaultBindingProperty('lumaMinSmooth')] [Single] $LumaMinSmooth, # Set the Ratio of OBSMatrixShader [ComponentModel.DefaultBindingProperty('Ratio')] [Single] $Ratio, # Set the Alpha_Percentage of OBSMatrixShader [Alias('Alpha_Percentage')] [ComponentModel.DefaultBindingProperty('Alpha_Percentage')] [Single] $AlphaPercentage, # Set the Apply_To_Alpha_Layer of OBSMatrixShader [Alias('Apply_To_Alpha_Layer')] [ComponentModel.DefaultBindingProperty('Apply_To_Alpha_Layer')] [Management.Automation.SwitchParameter] $ApplyToAlphaLayer, # 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 = 'matrix' $ShaderNoun = 'OBSMatrixShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' // Matrix effect by Charles Fettinger for obs-shaderfilter plugin 7/2020 v.2 // https://github.com/Oncorporation/obs-shaderfilter // https://www.shadertoy.com/view/XljBW3 The cat is a glitch (Matrix) - coverted from and updated #define vec2 float2 #define vec3 float3 #define vec4 float4 #define ivec2 int2 #define ivec3 int3 #define ivec4 int4 #define mat2 float2x2 #define mat3 float3x3 #define mat4 float4x4 #define fract frac #define mix lerp #define iTime float 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; uniform float rand_f; uniform float rand_instance_f; uniform float rand_activation_f; uniform int loops; uniform float local_time; uniform float2 mouse< string label = "Virtual Mouse Coordinates"; string widget_type = "slider"; float2 minimum = {0, 0}; float2 maximum = {100., 100.}; float2 scale = {.01, .01}; float2 step = {.01, .01}; > = {0., 0.}; int2 iMouse() { return int2(mouse.x * uv_size.x, mouse.y * uv_size.y); } sampler_state textureSampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; /* ps start */ uniform bool Invert_Direction< string label = "Invert Direction"; > = true; uniform float lumaMin< string label = "Luma Min"; string widget_type = "slider"; float minimum = 0.0; float maximum = 10.0; float step = 0.001; > = 0.01; uniform float lumaMinSmooth< string label = "Luma Min Smooth"; string widget_type = "slider"; float minimum = 0.0; float maximum = 10.0; float step = 0.001; > = 0.01; uniform float Ratio< string label = "Ratio"; string widget_type = "slider"; float minimum = 0.0; float maximum = 100.0; float step = 0.01; > = 4.0; uniform float Alpha_Percentage< string label = "Alpha Percentage"; string widget_type = "slider"; float minimum = 0.0; float maximum = 100.0; float step = 0.01; > = 100; //<Range(0.0,100.0)> uniform bool Apply_To_Alpha_Layer = true; #define PI2 6.28318530718 #define PI 3.1416 float vorocloud(float2 p){ float f = 0.0; float flow = 1.0; float time = elapsed_time; if(Invert_Direction){ flow *= -1; } /* //periodically stop if (loops % 16 >= 8.0) { time = local_time - elapsed_time; } */ float r = clamp(Ratio,-50,50); float2 pp = cos(float2(p.x * 14.0, (16.0 * p.y + cos(floor(p.x * 30.0)) + flow * time * PI2)) ); p = cos(p * 12.1 + pp * r + sin(time/PI)*(r/PI) + 0.5 * cos(pp.x * r + sin(time/PI)*(r/PI))); float2 pts[4]; pts[0] = float2(0.5, 0.6); pts[1] = float2(-0.4, 0.4); pts[2] = float2(0.2, -0.7); pts[3] = float2(-0.3, -0.4); float d = 5.0; for(int i = 0; i < 4; i++){ pts[i].x += 0.03 * cos(float(i)) + p.x; pts[i].y += 0.03 * sin(float(i)) + p.y; d = min(d, distance(pts[i], pp)); } f = 2.0 * pow(1.0 - 0.3 * d, 13.0); f = min(f, 1.0); return f; } vec4 scene(float2 UV){ float alpha = clamp(Alpha_Percentage *.01 ,0,1.0); float x = UV.x; float y = UV.y; float2 p = float2(x, y) - 0.5; vec4 col = vec4(0.0,0.0,0.0,0.0); col.g += 0.02; float v = vorocloud(p); v = 0.2 * floor(v * 5.0); col.r += 0.1 * v; col.g += 0.6 * v; col.b += 0.5 * pow(v, 5.0); v = vorocloud(p * 2.0); v = 0.2 * floor(v * 5.0); col.r += 0.1 * v; col.g += 0.2 * v; col.b += 0.01 * pow(v, 5.0); col.a = 1.0; float luma = dot(col.rgb,float3(0.299,0.587,0.114)); float luma_min = smoothstep(lumaMin, lumaMin + lumaMinSmooth, luma); col.a = clamp(luma_min,0.0,1.0); float4 original_color = image.Sample(textureSampler, UV); // skip if (alpha is zero and only apply to alpha layer is true) if (!(original_color.a <= 0.0 && Apply_To_Alpha_Layer == true)) { if (Apply_To_Alpha_Layer == false) original_color.a = alpha; col.rgb = lerp(original_color.rgb, col.rgb, alpha); //apply alpha slider col = lerp(original_color, col, col.a); //remove black background color } else { col.a = original_color.a; } return col; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / uv_size; fragColor = scene(uv); } /*ps end*/ struct VertFragData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertFragData VSDefault(VertFragData vtx) { vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj); return vtx; } float4 PSDefault(VertFragData vtx) : TARGET { float4 col = float4(1., 1., 1., 1.); mainImage(col, vtx.uv * uv_size); return col; } technique Draw { pass { vertex_shader = VSDefault(vtx); pixel_shader = PSDefault(vtx); } } ' } $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 } } } } } |