Commands/Shaders/Get-OBSTetraShader.ps1
function Get-OBSTetraShader { [Alias('Set-OBSTetraShader','Add-OBSTetraShader')] param( # Set the redR of OBSTetraShader [ComponentModel.DefaultBindingProperty('redR')] [Single] $RedR, # Set the redG of OBSTetraShader [ComponentModel.DefaultBindingProperty('redG')] [Single] $RedG, # Set the redB of OBSTetraShader [ComponentModel.DefaultBindingProperty('redB')] [Single] $RedB, # Set the yelR of OBSTetraShader [ComponentModel.DefaultBindingProperty('yelR')] [Single] $YelR, # Set the yelG of OBSTetraShader [ComponentModel.DefaultBindingProperty('yelG')] [Single] $YelG, # Set the yelB of OBSTetraShader [ComponentModel.DefaultBindingProperty('yelB')] [Single] $YelB, # Set the grnR of OBSTetraShader [ComponentModel.DefaultBindingProperty('grnR')] [Single] $GrnR, # Set the grnG of OBSTetraShader [ComponentModel.DefaultBindingProperty('grnG')] [Single] $GrnG, # Set the grnB of OBSTetraShader [ComponentModel.DefaultBindingProperty('grnB')] [Single] $GrnB, # Set the cynR of OBSTetraShader [ComponentModel.DefaultBindingProperty('cynR')] [Single] $CynR, # Set the cynG of OBSTetraShader [ComponentModel.DefaultBindingProperty('cynG')] [Single] $CynG, # Set the cynB of OBSTetraShader [ComponentModel.DefaultBindingProperty('cynB')] [Single] $CynB, # Set the bluR of OBSTetraShader [ComponentModel.DefaultBindingProperty('bluR')] [Single] $BluR, # Set the bluG of OBSTetraShader [ComponentModel.DefaultBindingProperty('bluG')] [Single] $BluG, # Set the bluB of OBSTetraShader [ComponentModel.DefaultBindingProperty('bluB')] [Single] $BluB, # Set the magR of OBSTetraShader [ComponentModel.DefaultBindingProperty('magR')] [Single] $MagR, # Set the magG of OBSTetraShader [ComponentModel.DefaultBindingProperty('magG')] [Single] $MagG, # Set the magB of OBSTetraShader [ComponentModel.DefaultBindingProperty('magB')] [Single] $MagB, # 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 = 'tetra' $ShaderNoun = 'OBSTetraShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' // Tetrahedral Interpolation Shader for OBS uniform float redR< string label = "Red in Red"; string widget_type = "slider"; float minimum = 0.0; float maximum = 2.0; float step = 0.01; > = 1.0; uniform float redG< string label = "Green in Red"; string widget_type = "slider"; float minimum = -1.0; float maximum = 1.0; float step = 0.01; > = 0.0; uniform float redB< string label = "Blue in Red"; string widget_type = "slider"; float minimum = -1.0; float maximum = 1.0; float step = 0.01; > = 0.0; uniform float yelR< string label = "Red in Yellow"; string widget_type = "slider"; float minimum = 0.0; float maximum = 2.0; float step = 0.01; > = 1.0; uniform float yelG< string label = "Green in Yellow"; string widget_type = "slider"; float minimum = 0.0; float maximum = 2.0; float step = 0.01; > = 1.0; uniform float yelB< string label = "Blue in Yellow"; string widget_type = "slider"; float minimum = -1.0; float maximum = 1.0; float step = 0.01; > = 0.0; uniform float grnR< string label = "Red in Green"; string widget_type = "slider"; float minimum = -1.0; float maximum = 1.0; float step = 0.01; > = 0.0; uniform float grnG< string label = "Green in Green"; string widget_type = "slider"; float minimum = 0.0; float maximum = 2.0; float step = 0.01; > = 1.0; uniform float grnB< string label = "Blue in Green"; string widget_type = "slider"; float minimum = -1.0; float maximum = 1.0; float step = 0.01; > = 0.0; uniform float cynR< string label = "Red in Cyan"; string widget_type = "slider"; float minimum = -1.0; float maximum = 1.0; float step = 0.01; > = 0.0; uniform float cynG< string label = "Green in Cyan"; string widget_type = "slider"; float minimum = 0.0; float maximum = 2.0; float step = 0.01; > = 1.0; uniform float cynB< string label = "Blue in Cyan"; string widget_type = "slider"; float minimum = 0.0; float maximum = 2.0; float step = 0.01; > = 1.0; uniform float bluR< string label = "Red in Blue"; string widget_type = "slider"; float minimum = -1.0; float maximum = 1.0; float step = 0.01; > = 0.0; uniform float bluG< string label = "Green in Blue"; string widget_type = "slider"; float minimum = -1.0; float maximum = 1.0; float step = 0.01; > = 0.0; uniform float bluB< string label = "Blue in Blue"; string widget_type = "slider"; float minimum = 0.0; float maximum = 2.0; float step = 0.01; > = 1.0; uniform float magR< string label = "Red in Magenta"; string widget_type = "slider"; float minimum = 0.0; float maximum = 2.0; float step = 0.01; > = 1.0; uniform float magG< string label = "Green in Magenta"; string widget_type = "slider"; float minimum = -1.0; float maximum = 1.0; float step = 0.01; > = 0.0; uniform float magB< string label = "Blue in Magenta"; string widget_type = "slider"; float minimum = 0.0; float maximum = 2.0; float step = 0.01; > = 1.0; float3 tetra(float3 RGBimage, float3 red, float3 yel, float3 grn, float3 cyn, float3 blu, float3 mag) { float r = RGBimage.x; float g = RGBimage.y; float b = RGBimage.z; float3 wht = float3(1.0, 1.0, 1.0); if (r > g) { if (g > b) { // r > g > b return r * red + g * (yel - red) + b * (wht - yel); } else if (r > b) { // r > b > g return r * red + g * (wht - mag) + b * (mag - red); } else { // b > r > g return r * (mag - blu) + g * (wht - mag) + b * blu; } } else { if (b > g) { // b > g > r return r * (wht - cyn) + g * (cyn - blu) + b * blu; } else if (b > r) { // g > b > r return r * (wht - cyn) + g * grn + b * (cyn - grn); } else { // g > r > b return r * (yel - grn) + g * grn + b * (wht - yel); } } } float4 mainImage(VertData v_in) : TARGET { float4 inputColor = image.Sample(textureSampler, v_in.uv); float alpha = inputColor.a; float3 red = float3(redR, redG, redB); float3 yel = float3(yelR, yelG, yelB); float3 grn = float3(grnR, grnG, grnB); float3 cyn = float3(cynR, cynG, cynB); float3 blu = float3(bluR, bluG, bluB); float3 mag = float3(magR, magG, magB); float3 outputColor = tetra(inputColor.rgb, red, yel, grn, cyn, blu, mag); return float4(outputColor, alpha); } ' } $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 } } } } } |