Commands/Shaders/Get-OBSRGSSAAShader.ps1

function Get-OBSRGSSAAShader {

[Alias('Set-OBSRGSSAAShader','Add-OBSRGSSAAShader')]
param(
# Set the ColorSigma of OBSRGSSAAShader
[ComponentModel.DefaultBindingProperty('ColorSigma')]
[Single]
$ColorSigma,
# Set the SpatialSigma of OBSRGSSAAShader
[ComponentModel.DefaultBindingProperty('SpatialSigma')]
[Single]
$SpatialSigma,
# Set the notes of OBSRGSSAAShader
[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 = 'RGSSAA'
$ShaderNoun = 'OBSRGSSAAShader'
if (-not $psBoundParameters['ShaderText']) {    
    $psBoundParameters['ShaderText'] = $ShaderText = '
// RGSSAA shader by Eliseu Amaro for obs-shaderfilter plugin 2/2024
// https://github.com/exeldro/obs-shaderfilter/tree/master
// Using edge detection shader as a base, created by Hallatore
// https://forums.unrealengine.com/t/sharper-image-without-the-edge-artifacts/108461

uniform float ColorSigma<
    string label = "Color Sigma";
    string widget_type = "slider";
    float minimum = 0.1;
    float maximum = 1.0;
    float step = 0.1;
> = 1.0;

uniform float SpatialSigma<
    string label = "Spatial Sigma";
    string widget_type = "slider";
    float minimum = 0.1;
    float maximum = 1.0;
    float step = 0.1;
> = 1.0;

uniform string notes<
    string widget_type = "info";
> = "Performs RGSSAA, a form of anti-aliasing. Implementation roughly follows the original with color and spatial sigma (or strengths) parameters. Useful to apply before a sharpen pass (e.g on a webcam feed)."

float Luminance(float3 rgb)
{
    return rgb.r * 0.299 + rgb.g * 0.587 + rgb.b * 0.114;
}

float4 mainImage(VertData v_in) : TARGET
{
    float3 SceneColor = image.Sample(textureSampler, v_in.uv).rgb;
    float2 SceneUV = v_in.uv;
    float2 TexelScale = 1.0f/uv_size;

    const float SQRT2 = 1.4142135624;
    const float PI = 3.141592654;
    const float angle = PI / 8.0;
    const float cs = cos(angle);
    const float sn = sin(angle);

    // Rotated grid samples
    float3 C1 =
        image.Sample(textureSampler, SceneUV + float2(cs, -sn) * TexelScale).rgb;
    float3 C2 =
        image.Sample(textureSampler, SceneUV + float2(-cs, -sn) * TexelScale).rgb;
    float3 C3 =
        image.Sample(textureSampler, SceneUV + float2(-sn, cs) * TexelScale).rgb;
    float3 C4 =
        image.Sample(textureSampler, SceneUV + float2(sn, cs) * TexelScale).rgb;
    float3 C5 =
        image.Sample(textureSampler, SceneUV + float2(cs * SQRT2, 0) * TexelScale).rgb;
    float3 C6 =
        image.Sample(textureSampler, SceneUV + float2(0, sn *SQRT2) * TexelScale).rgb;
    float3 C7 =
        image.Sample(textureSampler, SceneUV + float2(-cs * SQRT2, 0) * TexelScale).rgb;
    float3 C8 =
        image.Sample(textureSampler, SceneUV + float2(0, -sn *SQRT2) * TexelScale).rgb;

    // Luminance edge detection
    float A0 = Luminance(SceneColor);
    float CL1 = Luminance(C1);
    float L1 = ((max(CL1, A0)) / (min(CL1, A0) + 0.001) - 1);
    float CL2 = Luminance(C2);
    float L2 = ((max(CL2, A0)) / (min(CL2, A0) + 0.001) - 1);
    float CL3 = Luminance(C3);
    float L3 = ((max(CL3, A0)) / (min(CL3, A0) + 0.001) - 1);
    float CL4 = Luminance(C4);
    float L4 = ((max(CL4, A0)) / (min(CL4, A0) + 0.001) - 1);
    float CL5 = Luminance(C5);
    float L5 = ((max(CL5, A0)) / (min(CL5, A0) + 0.001) - 1);
    float CL6 = Luminance(C6);
    float L6 = ((max(CL6, A0)) / (min(CL6, A0) + 0.001) - 1);
    float CL7 = Luminance(C7);
    float L7 = ((max(CL7, A0)) / (min(CL7, A0) + 0.001) - 1);
    float CL8 = Luminance(C8);
    float L8 = ((max(CL8, A0)) / (min(CL8, A0) + 0.001) - 1);
    float NeighborDifference = max(max(max(L1, L2), max(L3, L4)), max(max(L5, L6), max(L7, L8)));

    // Calculate distance-based weights
    float2 Dist1 = float2(cs, -sn);
    float2 Dist2 = float2(-cs, -sn);
    float2 Dist3 = float2(-sn, cs);
    float2 Dist4 = float2(sn, cs);
    float2 Dist5 = float2(cs * SQRT2, 0);
    float2 Dist6 = float2(0, sn * SQRT2);
    float2 Dist7 = float2(-cs * SQRT2, 0);
    float2 Dist8 = float2(0, -sn * SQRT2);
    float SW1 = exp(-dot(Dist1, Dist1) / (2.0 * SpatialSigma * SpatialSigma));
    float SW2 = exp(-dot(Dist2, Dist2) / (2.0 * SpatialSigma * SpatialSigma));
    float SW3 = exp(-dot(Dist3, Dist3) / (2.0 * SpatialSigma * SpatialSigma));
    float SW4 = exp(-dot(Dist4, Dist4) / (2.0 * SpatialSigma * SpatialSigma));
    float SW5 = exp(-dot(Dist5, Dist5) / (2.0 * SpatialSigma * SpatialSigma));
    float SW6 = exp(-dot(Dist6, Dist6) / (2.0 * SpatialSigma * SpatialSigma));
    float SW7 = exp(-dot(Dist7, Dist7) / (2.0 * SpatialSigma * SpatialSigma));
    float SW8 = exp(-dot(Dist8, Dist8) / (2.0 * SpatialSigma * SpatialSigma));

    // Color weights
    float3 ColorDiff1 = SceneColor.rgb - C1;
    float3 ColorDiff2 = SceneColor.rgb - C2;
    float3 ColorDiff3 = SceneColor.rgb - C3;
    float3 ColorDiff4 = SceneColor.rgb - C4;
    float3 ColorDiff5 = SceneColor.rgb - C5;
    float3 ColorDiff6 = SceneColor.rgb - C6;
    float3 ColorDiff7 = SceneColor.rgb - C7;
    float3 ColorDiff8 = SceneColor.rgb - C8;

    float CW1 = exp(-dot(ColorDiff1, ColorDiff1) / (2.0 * ColorSigma * ColorSigma));
    float CW2 = exp(-dot(ColorDiff2, ColorDiff2) / (2.0 * ColorSigma * ColorSigma));
    float CW3 = exp(-dot(ColorDiff3, ColorDiff3) / (2.0 * ColorSigma * ColorSigma));
    float CW4 = exp(-dot(ColorDiff4, ColorDiff4) / (2.0 * ColorSigma * ColorSigma));
    float CW5 = exp(-dot(ColorDiff5, ColorDiff5) / (2.0 * ColorSigma * ColorSigma));
    float CW6 = exp(-dot(ColorDiff6, ColorDiff6) / (2.0 * ColorSigma * ColorSigma));
    float CW7 = exp(-dot(ColorDiff7, ColorDiff7) / (2.0 * ColorSigma * ColorSigma));
    float CW8 = exp(-dot(ColorDiff8, ColorDiff8) / (2.0 * ColorSigma * ColorSigma));

    // Mixing weights
    float W1 = SW1 * CW1;
    float W2 = SW2 * CW2;
    float W3 = SW3 * CW3;
    float W4 = SW4 * CW4;
    float W5 = SW5 * CW5;
    float W6 = SW6 * CW6;
    float W7 = SW7 * CW7;
    float W8 = SW8 * CW8;
    float TotalWeight = W1 + W2 + W3 + W4 + W5 + W6 + W7 + W8;

    // Weighted color
    float3 AAResult = (C1 * W1 + C2 * W2 + C3 * W3 + C4 * W4 + C5 * W5 + C6 * W6 +
                    C7 * W7 + C8 * W8) /
                    max(TotalWeight, 0.0001);

    // Blend it
    float4 LuminanceNeightbors = float4(CL1, CL2, CL3, CL4);
    float4 LuminanceNeightbors2 = float4(CL5, CL6, CL7, CL8);
    float4 A0LuminanceNeightbors = abs(A0 - LuminanceNeightbors);
    float4 A0LuminanceNeightbors2 = abs(A0 - LuminanceNeightbors2);
    float A0Max = max(max(A0LuminanceNeightbors.r, A0LuminanceNeightbors.g), max(A0LuminanceNeightbors.b, A0LuminanceNeightbors.a));
    float A0Max2 = max(max(A0LuminanceNeightbors2.r, A0LuminanceNeightbors2.g), max(A0LuminanceNeightbors2.b, A0LuminanceNeightbors2.a));
    float HDREdge = max(A0Max, A0Max2);
    float EdgeMask = saturate(1.0f - HDREdge);

    return float4(lerp(SceneColor.rgb, AAResult, EdgeMask), 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
        }
    }
}

}


}