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 } } } } } |