459 lines
15 KiB
Lua
459 lines
15 KiB
Lua
-- HUD Overlay Outline Script for OBS (separate Create / Update buttons)
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-- New approach: detect the green symbols first, then draw them in pure green with a
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-- dark green outline, so they stay readable over ANY background (bright sky, green terrain, clouds).
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-- Principle:
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-- 1. symbol detection: subtract a black level, alpha = max(R, G, B) x gain,
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-- multiplied by a greenness factor (G - max(R, B)) to reject gray/white noise
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-- 2. outline: sample the symbol alpha in a ring around each pixel; pixels that are
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-- near a symbol but not part of it get a dark outline underneath the green fill
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-- 3. premultiplied output: pure green x symbol alpha + outline color x outline alpha
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-- Requires: obs-shaderfilter plugin (installed)
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-- Install: OBS -> Tools -> Scripts -> + -> select this file
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-- "Create Scene" : builds the scene from scratch (deletes and recreates both media sources)
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-- "Update Scene" : updates the existing scene in place (video paths, color, keying parameters)
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obs = obslua
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local SETTING_FRONT_PATH = "front_path"
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local SETTING_BACK_PATH = "back_path"
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local SETTING_BLACK_LEVEL = "black_level"
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local SETTING_GAIN = "alpha_gain"
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local SETTING_GREEN_THRESH = "green_thresh"
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local SETTING_OUT_WIDTH = "outline_width"
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local SETTING_OUT_ALPHA = "outline_alpha"
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local SETTING_OPACITY = "opacity"
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local SCENE_NAME = "HUD Overlay Outline"
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local FRONT_NAME = "HUD - Front Outline"
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local BACK_NAME = "Center IG - Back Outline"
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local FILTER_NAME = "HUD Outline"
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local front_path = ""
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local back_path = ""
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local black_level = 0.055 -- 14/255, measured noise floor of the HUD capture
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local alpha_gain = 1.35
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local green_thresh = 0.10 -- greenness (G - max(R,B)) needed to count as a green symbol
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local outline_width = 2.0 -- outline thickness in source pixels
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local outline_alpha = 0.9
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local opacity = 1.0
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local fit_retries = 0
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-- Symbol-detect + outline shader:
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-- sym_alpha(uv): black level subtraction -> brightness key x gain -> greenness gate
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-- main: symbol = pure green x sym_alpha; ring of neighbor sym_alpha forms the outline
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local SHADER_TEXT = [==[
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uniform float black_level <
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string label = "Black level";
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string widget_type = "slider";
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float minimum = 0.0;
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float maximum = 0.3;
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float step = 0.001;
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> = 0.055;
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uniform float alpha_gain <
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string label = "Alpha gain";
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string widget_type = "slider";
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float minimum = 0.5;
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float maximum = 4.0;
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float step = 0.01;
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> = 1.35;
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uniform float green_thresh <
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string label = "Green threshold";
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string widget_type = "slider";
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float minimum = 0.01;
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float maximum = 0.5;
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float step = 0.005;
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> = 0.10;
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uniform float outline_width <
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string label = "Outline width (px)";
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string widget_type = "slider";
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float minimum = 0.0;
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float maximum = 8.0;
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float step = 0.5;
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> = 2.0;
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uniform float outline_alpha <
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string label = "Outline strength";
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string widget_type = "slider";
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float minimum = 0.0;
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float maximum = 1.0;
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float step = 0.01;
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> = 0.9;
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uniform float hud_r <
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string label = "Symbol color R";
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string widget_type = "slider";
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float minimum = 0.0;
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float maximum = 1.0;
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float step = 0.01;
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> = 0.0;
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uniform float hud_g <
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string label = "Symbol color G";
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string widget_type = "slider";
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float minimum = 0.0;
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float maximum = 1.0;
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float step = 0.01;
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> = 1.0;
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uniform float hud_b <
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string label = "Symbol color B";
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string widget_type = "slider";
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float minimum = 0.0;
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float maximum = 1.0;
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float step = 0.01;
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> = 0.0;
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uniform float outline_brightness <
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string label = "Outline brightness";
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string widget_type = "slider";
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float minimum = 0.0;
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float maximum = 1.0;
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float step = 0.01;
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> = 0.35;
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uniform float opacity <
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string label = "Opacity";
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string widget_type = "slider";
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float minimum = 0.0;
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float maximum = 1.0;
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float step = 0.01;
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> = 1.0;
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// Symbol alpha at a given UV: 1 = solid green symbol, 0 = background/noise
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float sym_alpha(float2 uv)
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{
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float4 px = image.Sample(textureSampler, uv);
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px.rgb *= (px.a > 0.0) ? (1.0 / px.a) : 0.0;
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// drop the codec noise floor; pure black becomes exactly 0
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float3 h = max(px.rgb - black_level, 0.0);
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// brightness key
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float k = max(h.r, max(h.g, h.b));
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// greenness gate: green symbols pass, gray/white noise is rejected
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float gn = h.g - max(h.r, h.b);
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float gf = clamp(gn / green_thresh, 0.0, 1.0);
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return clamp(k * alpha_gain, 0.0, 1.0) * gf;
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}
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float4 mainImage(VertData v_in) : TARGET
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{
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float a_sym = sym_alpha(v_in.uv);
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// Ring of 8 neighbor taps at outline_width distance -> dilated symbol alpha
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float2 d = uv_pixel_interval * outline_width;
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float2 dg = d * 0.7071;
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float ring = 0.0;
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ring = max(ring, sym_alpha(v_in.uv + float2( d.x, 0.0)));
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ring = max(ring, sym_alpha(v_in.uv + float2(-d.x, 0.0)));
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ring = max(ring, sym_alpha(v_in.uv + float2( 0.0, d.y)));
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ring = max(ring, sym_alpha(v_in.uv + float2( 0.0, -d.y)));
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ring = max(ring, sym_alpha(v_in.uv + float2( dg.x, dg.y)));
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ring = max(ring, sym_alpha(v_in.uv + float2(-dg.x, dg.y)));
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ring = max(ring, sym_alpha(v_in.uv + float2( dg.x, -dg.y)));
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ring = max(ring, sym_alpha(v_in.uv + float2(-dg.x, -dg.y)));
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// Outline only where the symbol itself is not already opaque
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float a_out = min(ring * outline_alpha, 1.0 - a_sym);
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float a_sym_o = a_sym * opacity;
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float a_out_o = a_out * opacity;
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// Premultiplied: pure symbol color over a dimmer pure-green outline
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float3 rgb = float3(hud_r, hud_g, hud_b) * a_sym_o
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+ float3(hud_r, hud_g, hud_b) * outline_brightness * a_out_o;
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return float4(rgb, a_sym_o + a_out_o);
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}
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]==]
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------------------------------------------------------------
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-- Utility functions
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------------------------------------------------------------
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local function remove_source_by_name(name)
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local s = obs.obs_get_source_by_name(name)
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if s ~= nil then
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obs.obs_source_remove(s)
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obs.obs_source_release(s)
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end
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end
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local function create_media_source(name, path)
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local s = obs.obs_data_create()
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obs.obs_data_set_string(s, "local_file", path)
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obs.obs_data_set_bool(s, "is_local_file", true)
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obs.obs_data_set_bool(s, "looping", true)
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obs.obs_data_set_bool(s, "restart_on_activate", true)
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obs.obs_data_set_bool(s, "close_when_inactive", false)
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local src = obs.obs_source_create("ffmpeg_source", name, s, nil)
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obs.obs_data_release(s)
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return src
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end
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-- Point an existing media source at a new file without recreating it
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local function update_media_source_path(src, path)
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local s = obs.obs_source_get_settings(src)
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obs.obs_data_set_string(s, "local_file", path)
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obs.obs_source_update(src, s)
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obs.obs_data_release(s)
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end
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local function apply_key_filter(src)
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local old = obs.obs_source_get_filter_by_name(src, FILTER_NAME)
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if old ~= nil then
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obs.obs_source_filter_remove(src, old)
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obs.obs_source_release(old)
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end
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local fs = obs.obs_data_create()
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obs.obs_data_set_bool(fs, "from_file", false)
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obs.obs_data_set_string(fs, "shader_text", SHADER_TEXT)
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obs.obs_data_set_double(fs, "black_level", black_level)
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obs.obs_data_set_double(fs, "alpha_gain", alpha_gain)
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obs.obs_data_set_double(fs, "green_thresh", green_thresh)
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obs.obs_data_set_double(fs, "outline_width", outline_width)
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obs.obs_data_set_double(fs, "outline_alpha", outline_alpha)
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obs.obs_data_set_double(fs, "opacity", opacity)
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-- First check whether the obs-shaderfilter plugin is loaded
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if obs.obs_source_get_display_name("shader_filter") == nil then
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obs.obs_data_release(fs)
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obs.script_log(obs.LOG_WARNING,
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"HUD Overlay Outline: obs-shaderfilter plugin not detected; keying was not applied. Please fully quit OBS (including the system tray) and restart it.")
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return
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end
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local f = obs.obs_source_create("shader_filter", FILTER_NAME, fs, nil)
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obs.obs_data_release(fs)
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if f ~= nil then
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obs.obs_source_filter_add(src, f)
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obs.obs_source_release(f)
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end
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end
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local function fit_items_to_canvas()
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local vi = obs.obs_video_info()
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if obs.obs_get_video_info(vi) == false then
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return false
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end
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local cw, ch = vi.base_width, vi.base_height
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local scene_src = obs.obs_get_source_by_name(SCENE_NAME)
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if scene_src == nil then
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return false
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end
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local scene = obs.obs_scene_from_source(scene_src)
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local items = obs.obs_scene_enum_items(scene)
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local all_ready = true
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for _, item in ipairs(items) do
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local s = obs.obs_sceneitem_get_source(item)
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local w = obs.obs_source_get_width(s)
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local h = obs.obs_source_get_height(s)
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if w > 0 and h > 0 then
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local scale = math.min(cw / w, ch / h)
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local sc = obs.vec2()
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sc.x = scale
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sc.y = scale
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obs.obs_sceneitem_set_scale(item, sc)
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local pos = obs.vec2()
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pos.x = (cw - w * scale) / 2
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pos.y = (ch - h * scale) / 2
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obs.obs_sceneitem_set_pos(item, pos)
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-- Use Lanczos when upscaling line-art footage; sharper than the default bilinear
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if obs.obs_sceneitem_set_scale_filter ~= nil then
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obs.obs_sceneitem_set_scale_filter(item, obs.OBS_SCALE_LANCZOS or 4)
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end
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else
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all_ready = false
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end
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end
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obs.sceneitem_list_release(items)
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obs.obs_source_release(scene_src)
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return all_ready
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end
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local function fit_retry()
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fit_retries = fit_retries - 1
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if fit_items_to_canvas() or fit_retries <= 0 then
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obs.timer_remove(fit_retry)
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end
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end
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local function schedule_fit()
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fit_retries = 10
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obs.timer_remove(fit_retry)
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obs.timer_add(fit_retry, 500)
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end
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------------------------------------------------------------
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-- Create scene (from scratch)
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------------------------------------------------------------
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local function create_scene()
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if front_path == "" or back_path == "" then
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obs.script_log(obs.LOG_WARNING, "HUD Overlay Outline: please set the foreground and background video paths first")
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return
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end
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local scene = nil
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local scene_src = obs.obs_get_source_by_name(SCENE_NAME)
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if scene_src ~= nil then
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scene = obs.obs_scene_from_source(scene_src)
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else
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scene = obs.obs_scene_create(SCENE_NAME)
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scene_src = obs.obs_scene_get_source(scene)
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end
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remove_source_by_name(FRONT_NAME)
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remove_source_by_name(BACK_NAME)
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local back = create_media_source(BACK_NAME, back_path)
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obs.obs_scene_add(scene, back)
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local front = create_media_source(FRONT_NAME, front_path)
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apply_key_filter(front)
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obs.obs_scene_add(scene, front)
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obs.obs_source_release(back)
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obs.obs_source_release(front)
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obs.obs_frontend_set_current_scene(scene_src)
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obs.obs_source_release(scene_src)
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schedule_fit()
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obs.script_log(obs.LOG_INFO, "HUD Overlay Outline: scene created")
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end
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------------------------------------------------------------
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-- Update scene (in place, without recreating sources)
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------------------------------------------------------------
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local function update_scene()
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if front_path == "" or back_path == "" then
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obs.script_log(obs.LOG_WARNING, "HUD Overlay Outline: please set the foreground and background video paths first")
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return
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end
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local scene_src = obs.obs_get_source_by_name(SCENE_NAME)
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if scene_src == nil then
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obs.script_log(obs.LOG_WARNING,
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"HUD Overlay Outline: scene \"" .. SCENE_NAME .. "\" does not exist yet; please use \"Create Scene\" first")
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return
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end
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local back = obs.obs_get_source_by_name(BACK_NAME)
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local front = obs.obs_get_source_by_name(FRONT_NAME)
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if back == nil or front == nil then
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if back ~= nil then obs.obs_source_release(back) end
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if front ~= nil then obs.obs_source_release(front) end
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obs.obs_source_release(scene_src)
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obs.script_log(obs.LOG_WARNING,
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"HUD Overlay Outline: media sources are missing; please use \"Create Scene\" to rebuild the scene")
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return
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end
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-- Update video files in place
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update_media_source_path(back, back_path)
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update_media_source_path(front, front_path)
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-- Re-apply the keying filter with the current keying parameters
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apply_key_filter(front)
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obs.obs_source_release(back)
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obs.obs_source_release(front)
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obs.obs_frontend_set_current_scene(scene_src)
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obs.obs_source_release(scene_src)
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schedule_fit()
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obs.script_log(obs.LOG_INFO, "HUD Overlay Outline: scene updated")
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end
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local function on_create_clicked(props, p)
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create_scene()
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return true
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end
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local function on_update_clicked(props, p)
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update_scene()
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return true
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end
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------------------------------------------------------------
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-- Script UI and settings
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------------------------------------------------------------
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function script_description()
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return "Detects the green HUD symbols, then draws them in pure green with a dark green outline,\n" ..
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"so they stay readable over any background (bright sky, green terrain, clouds).\n" ..
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"Symbol detection: alpha = max(R, G, B) x gain after black-level subtraction, gated by greenness G - max(R, B) to reject noise.\n" ..
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"\"Create Scene\": builds the scene from scratch (deletes and recreates both media sources).\n" ..
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"\"Update Scene\": updates the existing scene in place (video paths, keying parameters).\n" ..
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"The filter panel has sliders for symbol color, outline width, strength and brightness."
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end
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function script_properties()
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local props = obs.obs_properties_create()
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obs.obs_properties_add_path(props, SETTING_FRONT_PATH,
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"Foreground video (HUD, green symbols on black)", obs.OBS_PATH_FILE,
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"Video files (*.avi *.mp4 *.mov *.mkv *.webm);;All files (*.*)", "")
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obs.obs_properties_add_path(props, SETTING_BACK_PATH,
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"Background video (bottom layer)", obs.OBS_PATH_FILE,
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"Video files (*.avi *.mp4 *.mov *.mkv *.webm);;All files (*.*)", "")
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obs.obs_properties_add_float_slider(props, SETTING_BLACK_LEVEL,
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"Black level (increase if a dark halo/noise remains)", 0.0, 0.3, 0.001)
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obs.obs_properties_add_float_slider(props, SETTING_GAIN,
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"Alpha gain (increase if symbols look too transparent)", 0.5, 4.0, 0.01)
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obs.obs_properties_add_float_slider(props, SETTING_GREEN_THRESH,
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"Green threshold (increase if non-green noise appears)", 0.01, 0.5, 0.005)
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obs.obs_properties_add_float_slider(props, SETTING_OUT_WIDTH,
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"Outline width (px)", 0.0, 8.0, 0.5)
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obs.obs_properties_add_float_slider(props, SETTING_OUT_ALPHA,
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"Outline strength", 0.0, 1.0, 0.01)
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obs.obs_properties_add_float_slider(props, SETTING_OPACITY,
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"Overall opacity", 0.0, 1.0, 0.01)
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obs.obs_properties_add_button(props, "create_btn", "Create Scene", on_create_clicked)
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obs.obs_properties_add_button(props, "update_btn", "Update Scene", on_update_clicked)
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return props
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end
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function script_defaults(settings)
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obs.obs_data_set_default_string(settings, SETTING_FRONT_PATH,
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"D:\\Test Pictures + Video\\HUD - Front Video.avi")
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obs.obs_data_set_default_string(settings, SETTING_BACK_PATH,
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"D:\\Test Pictures + Video\\Center IG - Back Videos.avi")
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obs.obs_data_set_default_double(settings, SETTING_BLACK_LEVEL, 0.055)
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obs.obs_data_set_default_double(settings, SETTING_GAIN, 1.35)
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obs.obs_data_set_default_double(settings, SETTING_GREEN_THRESH, 0.10)
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obs.obs_data_set_default_double(settings, SETTING_OUT_WIDTH, 2.0)
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obs.obs_data_set_default_double(settings, SETTING_OUT_ALPHA, 0.9)
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obs.obs_data_set_default_double(settings, SETTING_OPACITY, 1.0)
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end
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function script_update(settings)
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front_path = obs.obs_data_get_string(settings, SETTING_FRONT_PATH)
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back_path = obs.obs_data_get_string(settings, SETTING_BACK_PATH)
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black_level = obs.obs_data_get_double(settings, SETTING_BLACK_LEVEL)
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alpha_gain = obs.obs_data_get_double(settings, SETTING_GAIN)
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green_thresh = obs.obs_data_get_double(settings, SETTING_GREEN_THRESH)
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outline_width = obs.obs_data_get_double(settings, SETTING_OUT_WIDTH)
|
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outline_alpha = obs.obs_data_get_double(settings, SETTING_OUT_ALPHA)
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|
opacity = obs.obs_data_get_double(settings, SETTING_OPACITY)
|
|
end
|