Commands/Shaders/Get-OBSGlitchPeriodicShader.ps1
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function Get-OBSGlitchPeriodicShader { [Alias('Set-OBSGlitchPeriodicShader','Add-OBSGlitchPeriodicShader')] param( # Set the PERI of OBSGlitchPeriodicShader [ComponentModel.DefaultBindingProperty('PERI')] [Single] $PERI, # Set the DURA of OBSGlitchPeriodicShader [ComponentModel.DefaultBindingProperty('DURA')] [Single] $DURA, # Set the AMPL of OBSGlitchPeriodicShader [ComponentModel.DefaultBindingProperty('AMPL')] [Single] $AMPL, # Set the SCRA of OBSGlitchPeriodicShader [ComponentModel.DefaultBindingProperty('SCRA')] [Single] $SCRA, # 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 = 'glitch-periodic' $ShaderNoun = 'OBSGlitchPeriodicShader' if (-not $psBoundParameters['ShaderText']) { $psBoundParameters['ShaderText'] = $ShaderText = ' // Created by Éric Nicolas (ccjmne) for use with obs-shaderfilter 12/2025 // Port of: https://www.shadertoy.com/view/WfVfDh // Originally forked from: https://www.shadertoy.com/view/MtXBDs #define PI 3.14159265359 /* For visual explanation of the paramters, see */ /* https://www.desmos.com/calculator/vezu1wyqma */ /* */ /* Period How often a glitch occurs (in seconds) 0–? */ /* Duration How long a glitch lasts (in seconds) 0–Period */ /* Amplitude How intense a glitch is 0–1 */ /* Scratchiness How jittery a glitch is 0–1 */ uniform float PERI< string label = "Period"; string widget_type = "slider"; float minimum = 1.; float maximum = 60.; float step = 1.; > = 6.; uniform float DURA< string label = "Duration"; string widget_type = "slider"; float minimum = 0.; float maximum = 60.; float step = .01; > = .5; uniform float AMPL< string label = "Amplitude"; string widget_type = "slider"; float minimum = 0.; float maximum = 1.; float step = .01; > = .15; uniform float SCRA< string label = "Scratchiness"; string widget_type = "slider"; float minimum = 0.; float maximum = 1.; float step = .01; > = .2; float random2d(float2 n) { return frac(sin(dot(n, float2(12.9898, 4.1414))) * 43758.5453); } float randomRange(in float2 seed, in float lo, in float hi) { return lo + random2d(seed) * (hi - lo); } float insideRange(float v, float bottom, float top) { return step(bottom, v) - step(top, v); } float4 mainImage(VertData v_in): TARGET { float time = floor(elapsed_time * SCRA * 60.); float2 uv = v_in.uv; // Periodic intermittence float AMP = AMPL * (cos(2. * PI * max(0., (mod(-elapsed_time / PERI, 1.) - 1.) * PERI / DURA + 1.)) * -.5 + .5); float4 outCol = image.Sample(textureSampler, uv); // Randomly offset slices horizontally float offsetMax = AMP / 2.; for (float i = 0.; i < 10. * AMP; i += 1.) { float sliceY = random2d( float2(time, 2345. + i)); float sliceH = random2d( float2(time, 9035. + i)) * .25; float offsetH = randomRange(float2(time, 9625. + i), -offsetMax, offsetMax); float2 uvOff = uv; uvOff.x += offsetH; if (insideRange(uv.y, sliceY, frac(sliceY + sliceH)) == 1.) { outCol = image.Sample(textureSampler, uvOff); } } // Slightly offset one entire channel offsetMax = AMP / 6.; float2 colOff = float2( randomRange(float2(time, 9545.), -offsetMax, offsetMax), randomRange(float2(time, 7205.), -offsetMax, offsetMax) ); float rnd = random2d(float2(time , 9545.)); if (rnd < .33) outCol.r = image.Sample(textureSampler, uv + colOff).r; else if (rnd < .66) outCol.g = image.Sample(textureSampler, uv + colOff).g; else outCol.b = image.Sample(textureSampler, uv + colOff).b; return outCol; } ' } $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 } } } } } |