Commands/Shaders/Get-OBSTwoPassDropShadowShader.ps1
function Get-OBSTwoPassDropShadowShader { [Alias('Set-OBSTwoPassDropShadowShader','Add-OBSTwoPassDropShadowShader')] param( # Set the ViewProj of OBSTwoPassDropShadowShader [ComponentModel.DefaultBindingProperty('ViewProj')] [Single[][]] $ViewProj, # Set the image of OBSTwoPassDropShadowShader [ComponentModel.DefaultBindingProperty('image')] [String] $Image, # Set the elapsed_time of OBSTwoPassDropShadowShader [Alias('elapsed_time')] [ComponentModel.DefaultBindingProperty('elapsed_time')] [Single] $ElapsedTime, # Set the uv_offset of OBSTwoPassDropShadowShader [Alias('uv_offset')] [ComponentModel.DefaultBindingProperty('uv_offset')] [Single[]] $UvOffset, # Set the uv_scale of OBSTwoPassDropShadowShader [Alias('uv_scale')] [ComponentModel.DefaultBindingProperty('uv_scale')] [Single[]] $UvScale, # Set the uv_pixel_interval of OBSTwoPassDropShadowShader [Alias('uv_pixel_interval')] [ComponentModel.DefaultBindingProperty('uv_pixel_interval')] [Single[]] $UvPixelInterval, # Set the rand_f of OBSTwoPassDropShadowShader [Alias('rand_f')] [ComponentModel.DefaultBindingProperty('rand_f')] [Single] $RandF, # Set the uv_size of OBSTwoPassDropShadowShader [Alias('uv_size')] [ComponentModel.DefaultBindingProperty('uv_size')] [Single[]] $UvSize, # Set the shadow_offset_x of OBSTwoPassDropShadowShader [Alias('shadow_offset_x')] [ComponentModel.DefaultBindingProperty('shadow_offset_x')] [Int32] $ShadowOffsetX, # Set the shadow_offset_y of OBSTwoPassDropShadowShader [Alias('shadow_offset_y')] [ComponentModel.DefaultBindingProperty('shadow_offset_y')] [Int32] $ShadowOffsetY, # Set the shadow_blur_size of OBSTwoPassDropShadowShader [Alias('shadow_blur_size')] [ComponentModel.DefaultBindingProperty('shadow_blur_size')] [Int32] $ShadowBlurSize, # Set the shadow_color of OBSTwoPassDropShadowShader [Alias('shadow_color')] [ComponentModel.DefaultBindingProperty('shadow_color')] [String] $ShadowColor, # Set the is_alpha_premultiplied of OBSTwoPassDropShadowShader [Alias('is_alpha_premultiplied')] [ComponentModel.DefaultBindingProperty('is_alpha_premultiplied')] [Management.Automation.SwitchParameter] $IsAlphaPremultiplied, # 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 = 'two-pass-drop-shadow' $ShaderNoun = 'OBSTwoPassDropShadowShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' //Converted to OpenGL by Q-mii & Exeldro February 22, 2022 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; sampler_state textureSampler { Filter = Linear; AddressU = Border; AddressV = Border; BorderColor = 00000000; }; struct VertData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertData mainTransform(VertData v_in) { VertData vert_out; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); vert_out.uv = v_in.uv * uv_scale + uv_offset; return vert_out; } uniform int shadow_offset_x< string label = "shadow offset x"; string widget_type = "slider"; int minimum = -1000; int maximum = 1000; int step = 1; >; uniform int shadow_offset_y< string label = "shadow offset y"; string widget_type = "slider"; int minimum = -1000; int maximum = 1000; int step = 1; >; uniform int shadow_blur_size< string label = "shadow blur size"; string widget_type = "slider"; int minimum = 0; int maximum = 100; int step = 1; >; uniform float4 shadow_color; uniform bool is_alpha_premultiplied; float4 mainImage(VertData v_in) : TARGET { int shadow_blur_samples = int(shadow_blur_size + 1);//pow(shadow_blur_size * 2 + 1, 2); float4 color = image.Sample(textureSampler, v_in.uv); float2 shadow_uv = float2(v_in.uv.x - uv_pixel_interval.x * int(shadow_offset_x), v_in.uv.y - uv_pixel_interval.y * int(shadow_offset_y)); float sampled_shadow_alpha = 0; for (int blur_x = -shadow_blur_size; blur_x <= shadow_blur_size; blur_x++) { float2 blur_uv = shadow_uv + float2(uv_pixel_interval.x * blur_x, 0); sampled_shadow_alpha += image.Sample(textureSampler, blur_uv).a; } sampled_shadow_alpha /= shadow_blur_samples; float4 final_shadow_color = float4(shadow_color.rgb, shadow_color.a * sampled_shadow_alpha); return final_shadow_color * (1-color.a) + color * (is_alpha_premultiplied?1.0:color.a); } float4 mainImage_2_end(VertData v_in) : TARGET { int shadow_blur_samples = shadow_blur_size + 1;//pow(shadow_blur_size * 2 + 1, 2); float4 color = image.Sample(textureSampler, v_in.uv); float2 shadow_uv = float2(v_in.uv.x - uv_pixel_interval.x * shadow_offset_x, v_in.uv.y - uv_pixel_interval.y * shadow_offset_y); float sampled_shadow_alpha = 0; for (int blur_y = -shadow_blur_size; blur_y <= shadow_blur_size; blur_y++) { float2 blur_uv = shadow_uv + float2(0, uv_pixel_interval.y * blur_y); sampled_shadow_alpha += image.Sample(textureSampler, blur_uv).a; } sampled_shadow_alpha /= shadow_blur_samples; float4 final_shadow_color = float4(shadow_color.rgb, shadow_color.a * sampled_shadow_alpha); return final_shadow_color * (1-color.a) + color * (is_alpha_premultiplied?1.0:color.a); } technique Draw { pass p0 { vertex_shader = mainTransform(v_in); pixel_shader = mainImage(v_in); } pass p1 { vertex_shader = mainTransform(v_in); pixel_shader = mainImage_2_end(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 } } } } } |