Commands/Shaders/Get-OBSPerlinNoiseShader.ps1
function Get-OBSPerlinNoiseShader { [Alias('Set-OBSPerlinNoiseShader','Add-OBSPerlinNoiseShader')] param( # Set the speed of OBSPerlinNoiseShader [ComponentModel.DefaultBindingProperty('speed')] [Single] $Speed, # Set the animated of OBSPerlinNoiseShader [ComponentModel.DefaultBindingProperty('animated')] [Management.Automation.SwitchParameter] $Animated, # Set the apply_to_channel of OBSPerlinNoiseShader [Alias('apply_to_channel')] [ComponentModel.DefaultBindingProperty('apply_to_channel')] [Management.Automation.SwitchParameter] $ApplyToChannel, # Set the inverted of OBSPerlinNoiseShader [ComponentModel.DefaultBindingProperty('inverted')] [Management.Automation.SwitchParameter] $Inverted, # Set the multiply of OBSPerlinNoiseShader [ComponentModel.DefaultBindingProperty('multiply')] [Management.Automation.SwitchParameter] $Multiply, # Set the speed_horizonal of OBSPerlinNoiseShader [Alias('speed_horizonal')] [ComponentModel.DefaultBindingProperty('speed_horizonal')] [Single] $SpeedHorizonal, # Set the speed_vertical of OBSPerlinNoiseShader [Alias('speed_vertical')] [ComponentModel.DefaultBindingProperty('speed_vertical')] [Single] $SpeedVertical, # Set the iterations of OBSPerlinNoiseShader [ComponentModel.DefaultBindingProperty('iterations')] [Int32] $Iterations, # Set the white_noise of OBSPerlinNoiseShader [Alias('white_noise')] [ComponentModel.DefaultBindingProperty('white_noise')] [Single] $WhiteNoise, # Set the black_noise of OBSPerlinNoiseShader [Alias('black_noise')] [ComponentModel.DefaultBindingProperty('black_noise')] [Single] $BlackNoise, # Set the notes of OBSPerlinNoiseShader [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 = 'perlin_noise' $ShaderNoun = 'OBSPerlinNoiseShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' // // Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader // Modified and improved my Charles Fettinger (https://github.com/Oncorporation) 1/2019 // // Original work (webgl-noise) Copyright (C) 2011 Stefan Gustavson // Translation and modification was made by Keijiro Takahashi. // Conversion for OBS by Charles Fettinger. // // This shader is based on the webgl-noise GLSL shader. For further details // of the original shader, please see the following description from the // original source code. // // // GLSL textureless classic 2D noise "cnoise", (white_noise) // with an RSL-style periodic variant "pnoise" (black_noise). // Author: Stefan Gustavson (stefan.gustavson@liu.se) // Version: 2011-08-22 // // Many thanks to Ian McEwan of Ashima Arts for the // ideas for permutation and gradient selection. // // Copyright (c) 2011 Stefan Gustavson. All rights reserved. // Distributed under the MIT license. See LICENSE file. // https://github.com/ashima/webgl-noise //Converted to OpenGL by Q-mii & Exeldro March 8, 2022 float4 mod(float4 x, float4 y) { return x - y * floor(x / y); } float4 mod289(float4 x) { return x - floor(x / 289.0) * 289.0; } float4 permute(float4 x) { return mod289(((x*34.0)+1.0)*x); } float4 taylorInvSqrt(float4 r) { return 1.79284291400159 - r * 0.85373472095314; } float2 fade(float2 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); } // Classic Perlin noise float cnoise(float2 P) { float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); Pi = mod289(Pi); // To avoid truncation effects in permutation float4 ix = Pi.xzxz; float4 iy = Pi.yyww; float4 fx = Pf.xzxz; float4 fy = Pf.yyww; float4 i = permute(permute(ix) + iy); float4 gx = frac(i / 41.0) * 2.0 - 1.0 ; float4 gy = abs(gx) - 0.5 ; float4 tx = floor(gx + 0.5); gx = gx - tx; float2 g00 = float2(gx.x,gy.x); float2 g10 = float2(gx.y,gy.y); float2 g01 = float2(gx.z,gy.z); float2 g11 = float2(gx.w,gy.w); float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); g00 *= norm.x; g01 *= norm.y; g10 *= norm.z; g11 *= norm.w; float n00 = dot(g00, float2(fx.x, fy.x)); float n10 = dot(g10, float2(fx.y, fy.y)); float n01 = dot(g01, float2(fx.z, fy.z)); float n11 = dot(g11, float2(fx.w, fy.w)); float2 fade_xy = fade(Pf.xy); float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); return 2.3 * n_xy; } // Classic Perlin noise, periodic variant float pnoise(float2 P, float2 rep) { float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); Pi = mod(Pi, rep.xyxy); // To create noise with explicit period Pi = mod289(Pi); // To avoid truncation effects in permutation float4 ix = Pi.xzxz; float4 iy = Pi.yyww; float4 fx = Pf.xzxz; float4 fy = Pf.yyww; float4 i = permute(permute(ix) + iy); float4 gx = frac(i / 41.0) * 2.0 - 1.0 ; float4 gy = abs(gx) - 0.5 ; float4 tx = floor(gx + 0.5); gx = gx - tx; float2 g00 = float2(gx.x,gy.x); float2 g10 = float2(gx.y,gy.y); float2 g01 = float2(gx.z,gy.z); float2 g11 = float2(gx.w,gy.w); float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); g00 *= norm.x; g01 *= norm.y; g10 *= norm.z; g11 *= norm.w; float n00 = dot(g00, float2(fx.x, fy.x)); float n10 = dot(g10, float2(fx.y, fy.y)); float n01 = dot(g01, float2(fx.z, fy.z)); float n11 = dot(g11, float2(fx.w, fy.w)); float2 fade_xy = fade(Pf.xy); float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); return 2.3 * n_xy; } //The good bits~ adapting the noise generator for the plugin and giving some control over the shader //todo: pseudorandom number generator w/ seed uniform float speed< string label = "Speed"; string widget_type = "slider"; float minimum = 0.0; float maximum = 10.0; float step = 0.001; > = 0.5; uniform bool animated; uniform bool apply_to_channel; uniform bool inverted; uniform bool multiply; uniform float speed_horizonal< string label = "Speed horizontal"; string widget_type = "slider"; float minimum = 0.0; float maximum = 10.0; float step = 0.001; > = 0.5; uniform float speed_vertical< string label = "Speed vertical"; string widget_type = "slider"; float minimum = 0.0; float maximum = 10.0; float step = 0.001; > = 0; uniform int iterations< string label = "Iterations"; string widget_type = "slider"; int minimum = 0; int maximum = 20; int step = 1; > = 4; //how much c_noise do we want? white uniform float white_noise< string label = "White noise"; string widget_type = "slider"; float minimum = 0.0; float maximum = 10.0; float step = 0.001; > = 0.5; //how much p_noise do we want? black uniform float black_noise< string label = "Black noise"; string widget_type = "slider"; float minimum = 0.0; float maximum = 10.0; float step = 0.001; > = 0.5; uniform string notes< string widget_type = "info"; > = "white noise and black noise and iterations.. enjoy!"; float2 noisePosition(float t){ return float2(sin(2.2 * t) - cos(1.4 * t), cos(1.3 * t) + sin(-1.9 *t)); } float4 mainImage(VertData v_in) : TARGET { float4 color = image.Sample(textureSampler, v_in.uv); float t = elapsed_time * speed; float2 dir = float2(speed_horizonal,speed_vertical); if(!animated){ float o = 0.5; float scale = 1.0; float w = 0.5; for(int i = 0; i < iterations; i++){ float2 coord = v_in.uv * scale; float2 period = float2(scale * 2.0, scale * 2.0); if(white_noise == 0.0 && black_noise == 0.0){ o += pnoise(coord, period) * w; } else { if(white_noise != 0.0){ o += cnoise(coord) * w * white_noise; } if(black_noise != 0.0){ o += pnoise(coord, period) * w * black_noise; } } //o += pnoise(coord, period) * w; scale *= 2.0; w *= 0.5; } if(inverted){ o = 1 - o; } if(apply_to_channel){ if(multiply){ return float4(color.r,color.g,color.b,color.a*o); } else { return float4(color.r,color.g,color.b,o); } } else { return float4(o,o,o,1.0); } } else { float o = 0.5; float scale = 1.0; float w = 0.5; for(int i = 0; i < iterations; i++){ float2 coord = (v_in.uv + t*dir) * scale; float2 period = float2(scale * 2.0, scale * 2.0); if(white_noise == 0.0 && black_noise == 0.0){ o += pnoise(coord, period) * w; } else { if(white_noise != 0.0){ o += cnoise(coord) * w * white_noise; } if(black_noise != 0.0){ o += pnoise(coord, period) * w * black_noise; } } scale *= 2.0; w *= 0.5; } if(inverted){ o = 1 - o; } if(apply_to_channel){ if(multiply){ return float4(color.r,color.g,color.b,color.a*o); } else { return float4(color.r,color.g,color.b,o); } } else { return float4(o,o,o,1.0); } } } ' } $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 } } } } } |