Commands/Shaders/Get-OBSShakeShader.ps1
function Get-OBSShakeShader { [Alias('Set-OBSShakeShader','Add-OBSShakeShader')] param( # Set the ViewProj of OBSShakeShader [ComponentModel.DefaultBindingProperty('ViewProj')] [Single[][]] $ViewProj, # Set the image of OBSShakeShader [ComponentModel.DefaultBindingProperty('image')] [String] $Image, # Set the elapsed_time of OBSShakeShader [Alias('elapsed_time')] [ComponentModel.DefaultBindingProperty('elapsed_time')] [Single] $ElapsedTime, # Set the uv_offset of OBSShakeShader [Alias('uv_offset')] [ComponentModel.DefaultBindingProperty('uv_offset')] [Single[]] $UvOffset, # Set the uv_scale of OBSShakeShader [Alias('uv_scale')] [ComponentModel.DefaultBindingProperty('uv_scale')] [Single[]] $UvScale, # Set the uv_pixel_interval of OBSShakeShader [Alias('uv_pixel_interval')] [ComponentModel.DefaultBindingProperty('uv_pixel_interval')] [Single[]] $UvPixelInterval, # Set the rand_f of OBSShakeShader [Alias('rand_f')] [ComponentModel.DefaultBindingProperty('rand_f')] [Single] $RandF, # Set the uv_size of OBSShakeShader [Alias('uv_size')] [ComponentModel.DefaultBindingProperty('uv_size')] [Single[]] $UvSize, # Set the local_time of OBSShakeShader [Alias('local_time')] [ComponentModel.DefaultBindingProperty('local_time')] [Single] $LocalTime, # Set the random_scale of OBSShakeShader [Alias('random_scale')] [ComponentModel.DefaultBindingProperty('random_scale')] [Single] $RandomScale, # Set the worble of OBSShakeShader [ComponentModel.DefaultBindingProperty('worble')] [Management.Automation.SwitchParameter] $Worble, # Set the speed of OBSShakeShader [ComponentModel.DefaultBindingProperty('speed')] [Single] $Speed, # Set the min_growth_pixels of OBSShakeShader [Alias('min_growth_pixels')] [ComponentModel.DefaultBindingProperty('min_growth_pixels')] [Single] $MinGrowthPixels, # Set the max_growth_pixels of OBSShakeShader [Alias('max_growth_pixels')] [ComponentModel.DefaultBindingProperty('max_growth_pixels')] [Single] $MaxGrowthPixels, # Set the randomize_movement of OBSShakeShader [Alias('randomize_movement')] [ComponentModel.DefaultBindingProperty('randomize_movement')] [Management.Automation.SwitchParameter] $RandomizeMovement, # Set the notes of OBSShakeShader [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 = 'shake' $ShaderNoun = 'OBSShakeShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' // Shake Effect By Charles Fettinger (https://github.com/Oncorporation) 2/2019 // Added some randomization based upon random_scale input // updated for latest version of obs-shaderfilter uniform float4x4 ViewProj; uniform texture2d image; uniform float elapsed_time; uniform float2 uv_offset; uniform float2 uv_scale; uniform float2 uv_pixel_interval; uniform float rand_f; uniform float2 uv_size; uniform float local_time; uniform float random_scale< string label = "random scale"; string widget_type = "slider"; float minimum = 0.0; float maximum = 10.0; float step = 0.001; > = 0.25; uniform bool worble = false; uniform float speed< string label = "Speed"; string widget_type = "slider"; float minimum = 0.0; float maximum = 10.0; float step = 0.001; > = 1.0; uniform float min_growth_pixels< string label = "min growth pixels"; string widget_type = "slider"; float minimum = -10.0; float maximum = 10.0; float step = 0.001; > = -2.0; uniform float max_growth_pixels< string label = "max growth pixels"; string widget_type = "slider"; float minimum = -10.0; float maximum = 10.0; float step = 0.001; > = 2.0; uniform bool randomize_movement = false; uniform string notes< string widget_type = "info"; > =''keep the random_scale low for small (0.2-1) for small jerky movements and larger for less often big jumps''; sampler_state textureSampler { Filter = Linear; AddressU = Border; AddressV = Border; BorderColor = 00000000; }; struct VertData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; //noise values in range if 0.0 to 1.0 float noise3D(float x, float y, float z) { float ptr = 0.0f; return frac(sin(x*112.9898f + y*179.233f + z*237.212f) * 43758.5453f); } VertData mainTransform(VertData v_in) { VertData vert_out; float3 pos = v_in.pos.xyz; float t; float s; float noise; if (randomize_movement) { t = (rand_f * 2) - 1.0f; s = (1 - rand_f * 2) - 1.0f;; noise = clamp( rand_f * random_scale,-0.99, 0.99); } else { t = (1 + sin(elapsed_time * speed)) / 2; s = (1 + cos(elapsed_time * speed)) / 2; noise = clamp(noise3D(t,s,100) * random_scale,-0.99, 0.99); } float3 direction_from_center = float3((v_in.uv.x - 0.5 + noise) * uv_pixel_interval.y / uv_pixel_interval.x, v_in.uv.y - 0.5 + noise, 1); float3 min_pos; float3 max_pos; if (worble) { min_pos = pos + direction_from_center * min_growth_pixels * 0.5; max_pos = pos + direction_from_center * max_growth_pixels * 0.5; } else { min_pos = pos + direction_from_center * 0.5; max_pos = min_pos; } float3 current_pos = min_pos * (1 - t) + max_pos * t; //current_pos.x = v_in.pos.x + (t * min_pos.x); current_pos.y = (min_pos.y * (1 - s) + max_pos.y * s); //current_pos.y = v_in.pos.y + (s * min_pos.y); //current_pos.z = min_pos.z * (1 - s) + max_pos.z * s; float2 offset = uv_offset; offset.x = uv_offset.x * (1 - t + noise); offset.y = uv_offset.y * (1 - s + noise); vert_out.pos = mul(float4(current_pos, 1), ViewProj); //float2 scale = uv_scale; //scale += dot(pos - current_pos, 1); vert_out.uv = v_in.uv * uv_scale + offset; return vert_out; } float4 mainImage(VertData v_in) : TARGET { return image.Sample(textureSampler, v_in.uv); } technique Draw { pass { vertex_shader = mainTransform(v_in); pixel_shader = mainImage(v_in); } } ' } $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 } } } } } |