Commands/Shaders/Get-OBSSmartDenoiseShader.ps1
function Get-OBSSmartDenoiseShader { [Alias('Set-OBSSmartDenoiseShader','Add-OBSSmartDenoiseShader')] param( # Set the uSigma of OBSSmartDenoiseShader [ComponentModel.DefaultBindingProperty('uSigma')] [Single] $USigma, # Set the uKSigma of OBSSmartDenoiseShader [ComponentModel.DefaultBindingProperty('uKSigma')] [Single] $UKSigma, # Set the uThreshold of OBSSmartDenoiseShader [ComponentModel.DefaultBindingProperty('uThreshold')] [Single] $UThreshold, # 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 = 'smart_denoise' $ShaderNoun = 'OBSSmartDenoiseShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' // Smart DeNoise By Michele Morrone (https://github.com/BrutPitt/glslSmartDeNoise) // Converted to OBS version of HLSL by Euiko on February 10, 2025 #define INV_SQRT_OF_2PI 0.39894228040143267793994605993439 // 1.0/SQRT_OF_2PI #define INV_PI 0.31830988618379067153776752674503 uniform float uSigma< string label = "Sigma"; string widget_type = "slider"; float minimum = 0.01; float maximum = 3; // max based on the webgl sample, which is 3 float step = 0.01; > = 5.0; // default value based on shadertoy uniform float uKSigma< string label = "K-Sigma"; string widget_type = "slider"; float minimum = 0.01; float maximum = 24; // max based on the webgl sample, which is 24 float step = 0.01; > = 7.0; // the default value is based on the webgl sample uniform float uThreshold< string label = "Edge Threshold"; string widget_type = "slider"; float minimum = 0.01; float maximum = 2; // max based on the webgl sample, which is 2 float step = 0.01; > = 0.190; // the default value is based on the webgl sample // smartDeNoise - parameters //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // float2 uv - actual fragment coord // float2 size - window size // float sigma > 0 - sigma Standard Deviation // float kSigma >= 0 - sigma coefficient // kSigma * sigma --> radius of the circular kernel // float threshold - edge sharpening threshold //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // NOTE: image''s texture2d data will be supplied by the OBS shaderfilter by default float4 smartDeNoise(float2 uv, float2 size, float sigma, float kSigma, float threshold) { float radius = round(kSigma * sigma); float radQ = radius * radius; float invSigmaQx2 = 0.5 / (sigma * sigma); // 1.0 / (sigma^2 * 2.0) float invSigmaQx2PI = INV_PI * invSigmaQx2; // 1/(2 * PI * sigma^2) float invThresholdSqx2 = 0.5 / (threshold * threshold); // 1.0 / (sigma^2 * 2.0) float invThresholdSqrt2PI = INV_SQRT_OF_2PI / threshold; // 1.0 / (sqrt(2*PI) * sigma^2) float4 centrPx = image.Sample(textureSampler, uv); float zBuff = 0.0; float4 aBuff = float4(0.0, 0.0, 0.0, 0.0); float2 d; for (d.x = -radius; d.x <= radius; d.x += 1.0) { float pt = sqrt(radQ - (d.x * d.x)); // pt = yRadius: have circular trend d.y = -pt; for (; d.y <= pt; d.y += 1.0) { float blurFactor = exp((-dot(d, d)) * invSigmaQx2) * invSigmaQx2PI; float4 walkPx = image.Sample(textureSampler, uv + (d / size)); float4 dC = walkPx - centrPx; float deltaFactor = (exp((-dot(dC.xyz, dC.xyz)) * invThresholdSqx2) * invThresholdSqrt2PI) * blurFactor; zBuff += deltaFactor; aBuff += (walkPx * deltaFactor); } } return aBuff / float4(zBuff, zBuff, zBuff, zBuff); } float4 mainImage(VertData v_in) : TARGET { return smartDeNoise(v_in.uv, uv_size, uSigma, uKSigma, uThreshold); } ' } $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 } } } } } |