Commands/Shaders/Get-OBSRainbowShader.ps1
function Get-OBSRainbowShader { [Alias('Set-OBSRainbowShader','Add-OBSRainbowShader')] param( # Set the Saturation of OBSRainbowShader [ComponentModel.DefaultBindingProperty('Saturation')] [Single] $Saturation, # Set the Luminosity of OBSRainbowShader [ComponentModel.DefaultBindingProperty('Luminosity')] [Single] $Luminosity, # Set the Spread of OBSRainbowShader [ComponentModel.DefaultBindingProperty('Spread')] [Single] $Spread, # Set the Speed of OBSRainbowShader [ComponentModel.DefaultBindingProperty('Speed')] [Single] $Speed, # Set the Alpha_Percentage of OBSRainbowShader [Alias('Alpha_Percentage')] [ComponentModel.DefaultBindingProperty('Alpha_Percentage')] [Single] $AlphaPercentage, # Set the Vertical of OBSRainbowShader [ComponentModel.DefaultBindingProperty('Vertical')] [Management.Automation.SwitchParameter] $Vertical, # Set the Rotational of OBSRainbowShader [ComponentModel.DefaultBindingProperty('Rotational')] [Management.Automation.SwitchParameter] $Rotational, # Set the Rotation_Offset of OBSRainbowShader [Alias('Rotation_Offset')] [ComponentModel.DefaultBindingProperty('Rotation_Offset')] [Single] $RotationOffset, # Set the Apply_To_Image of OBSRainbowShader [Alias('Apply_To_Image')] [ComponentModel.DefaultBindingProperty('Apply_To_Image')] [Management.Automation.SwitchParameter] $ApplyToImage, # Set the Replace_Image_Color of OBSRainbowShader [Alias('Replace_Image_Color')] [ComponentModel.DefaultBindingProperty('Replace_Image_Color')] [Management.Automation.SwitchParameter] $ReplaceImageColor, # Set the Apply_To_Specific_Color of OBSRainbowShader [Alias('Apply_To_Specific_Color')] [ComponentModel.DefaultBindingProperty('Apply_To_Specific_Color')] [Management.Automation.SwitchParameter] $ApplyToSpecificColor, # Set the Color_To_Replace of OBSRainbowShader [Alias('Color_To_Replace')] [ComponentModel.DefaultBindingProperty('Color_To_Replace')] [String] $ColorToReplace, # Set the Notes of OBSRainbowShader [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 = 'rainbow' $ShaderNoun = 'OBSRainbowShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' // Rainbow shader by Charles Fettinger for obs-shaderfilter plugin 3/2019 // https://github.com/Oncorporation/obs-shaderfilter //Converted to OpenGL by Exeldro February 13, 2022 uniform float Saturation< string label = "Saturation"; string widget_type = "slider"; float minimum = 0.0; float maximum = 1.0; float step = 0.001; > = 0.8; //<Range(0.0, 1.0)> uniform float Luminosity< string label = "Luminosity"; string widget_type = "slider"; float minimum = 0.0; float maximum = 1.0; float step = 0.001; > = 0.5; //<Range(0.0, 1.0)> uniform float Spread< string label = "Spread"; string widget_type = "slider"; float minimum = 0.5; float maximum = 10.0; float step = 0.01; > = 3.8; //<Range(0.5, 10.0)> uniform float Speed< string label = "Speed"; string widget_type = "slider"; float minimum = -10.0; float maximum = 10.0; float step = 0.01; > = 2.4; //<Range(-10.0, 10.0)> uniform float Alpha_Percentage< string label = "Rotation Offset"; string widget_type = "slider"; float minimum = 0.0; float maximum = 100.0; float step = 0.1; > = 100.0; //<Range(0.0,100.0)> uniform bool Vertical; uniform bool Rotational; uniform float Rotation_Offset< string label = "Rotation Offset"; string widget_type = "slider"; float minimum = 0.0; float maximum = 6.28318531; float step = 0.001; > = 0.0; //<Range(0.0, 6.28318531)> uniform bool Apply_To_Image; uniform bool Replace_Image_Color; uniform bool Apply_To_Specific_Color; uniform float4 Color_To_Replace; uniform string Notes< string widget_type = "info"; > = "Spread is wideness of color and is limited between .25 and 10. Edit at your own risk"; float hueToRGB(float v1, float v2, float vH) { vH = frac(vH); if ((6.0 * vH) < 1.0) return (v1 + (v2 - v1) * 6.0 * vH); if ((2.0 * vH) < 1.0) return (v2); if ((3.0 * vH) < 2.0) return (v1 + (v2 - v1) * ((0.6666666666666667) - vH) * 6.0); return clamp(v1, 0.0, 1.0); } float4 HSLtoRGB(float4 hsl) { float4 rgb = float4(0.0, 0.0, 0.0, hsl.w); float v1 = 0.0; float v2 = 0.0; if (hsl.y == 0) { rgb.xyz = hsl.zzz; } else { if (hsl.z < 0.5) { v2 = hsl.z * (1 + hsl.y); } else { v2 = (hsl.z + hsl.y) - (hsl.y * hsl.z); } v1 = 2.0 * hsl.z - v2; rgb.x = hueToRGB(v1, v2, hsl.x + (0.3333333333333333)); rgb.y = hueToRGB(v1, v2, hsl.x); rgb.z = hueToRGB(v1, v2, hsl.x - (0.3333333333333333)); } return rgb; } float4 mainImage(VertData v_in) : TARGET { float2 lPos = (v_in.uv * uv_scale + uv_offset)/ clamp(Spread, 0.25, 10.0); float time = (elapsed_time * clamp(Speed, -5.0, 5.0)) / clamp(Spread, 0.25, 10.0); //set colors and direction float hue = (-1 * lPos.x) / 2.0; if (Rotational && (Vertical == false)) { float timeWithOffset = time + Rotation_Offset; float sine = sin(timeWithOffset); float cosine = cos(timeWithOffset); hue = (lPos.x * cosine + lPos.y * sine) * 0.5; } if (Vertical && (Rotational == false)) { hue = (-1 * lPos.y) * 0.5; } hue += time; hue = frac(hue); float4 hsl = float4(hue, clamp(Saturation, 0.0, 1.0), clamp(Luminosity, 0.0, 1.0), 1.0); float4 rgba = HSLtoRGB(hsl); float4 color; float4 original_color; if (Apply_To_Image) { color = image.Sample(textureSampler, v_in.uv); original_color = color; float luma = 0.30*color.r+0.59*color.g+0.11*color.b+1.0*color.a; float4 luma_color = float4(luma, luma, luma, luma); if (Replace_Image_Color) color = luma_color; rgba = lerp(original_color, rgba * color,clamp(Alpha_Percentage *.01 ,0,1.0)); } if (Apply_To_Specific_Color) { color = image.Sample(textureSampler, v_in.uv); original_color = color; color = (distance(color.rgb, Color_To_Replace.rgb) <= 0.075) ? rgba : color; rgba = lerp(original_color, color, clamp(Alpha_Percentage * .01, 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 } } } } } |