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fix(frontend): ぼかし・塗りつぶし・モザイクの画像エフェクトを修正 (#17155)
* fix(frontend): ぼかし・塗りつぶし・モザイクの画像エフェクトを修正 * Update Changelog * fix changelog [ci skip] * fix changelog [ci skip] * tweak --------- Co-authored-by: syuilo <4439005+syuilo@users.noreply.github.com>
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@@ -21,8 +21,6 @@ uniform int u_samples;
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uniform float u_strength;
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out vec4 out_color;
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// TODO: pixelateの中心を画像中心ではなく範囲の中心にする
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// TODO: 画像のアスペクト比に関わらず各画素は正方形にする
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void main() {
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if (u_strength <= 0.0) {
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@@ -31,11 +29,14 @@ void main() {
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}
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float angle = -(u_angle * PI);
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float aspect = in_resolution.x / max(in_resolution.y, 1.0);
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vec2 centeredUv = in_uv - vec2(0.5, 0.5) - u_offset;
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vec2 rotatedUV = vec2(
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centeredUv.x * cos(angle) - centeredUv.y * sin(angle),
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centeredUv.x * sin(angle) + centeredUv.y * cos(angle)
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) + u_offset;
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vec2 scaledUv = vec2(centeredUv.x * aspect, centeredUv.y);
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vec2 rotatedScaledUv = vec2(
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scaledUv.x * cos(angle) - scaledUv.y * sin(angle),
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scaledUv.x * sin(angle) + scaledUv.y * cos(angle)
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);
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vec2 rotatedUV = vec2(rotatedScaledUv.x / aspect, rotatedScaledUv.y) + u_offset;
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bool isInside = false;
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if (u_ellipse) {
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@@ -50,19 +51,24 @@ void main() {
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return;
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}
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float dx = u_strength / 1.0;
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float dy = u_strength / 1.0;
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float baseResolution = (in_resolution.x + in_resolution.y) * 0.5;
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float dx = (u_strength * baseResolution) / max(in_resolution.x, 1.0);
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float dy = (u_strength * baseResolution) / max(in_resolution.y, 1.0);
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vec2 centerUv = vec2(0.5, 0.5) + u_offset;
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vec2 new_uv = vec2(
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(dx * (floor((in_uv.x - 0.5 - (dx / 2.0)) / dx) + 0.5)),
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(dy * (floor((in_uv.y - 0.5 - (dy / 2.0)) / dy) + 0.5))
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) + vec2(0.5 + (dx / 2.0), 0.5 + (dy / 2.0));
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(dx * (floor((in_uv.x - centerUv.x - (dx / 2.0)) / dx) + 0.5)),
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(dy * (floor((in_uv.y - centerUv.y - (dy / 2.0)) / dy) + 0.5))
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) + vec2(centerUv.x + (dx / 2.0), centerUv.y + (dy / 2.0));
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vec4 result = vec4(0.0);
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float totalSamples = 0.0;
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// TODO: より多くのサンプリング
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result += texture(in_texture, new_uv);
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totalSamples += 1.0;
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vec2 halfStep = vec2(dx, dy) * 0.25;
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result += texture(in_texture, new_uv + vec2(-halfStep.x, -halfStep.y));
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result += texture(in_texture, new_uv + vec2(halfStep.x, -halfStep.y));
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result += texture(in_texture, new_uv + vec2(-halfStep.x, halfStep.y));
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result += texture(in_texture, new_uv + vec2(halfStep.x, halfStep.y));
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totalSamples += 4.0;
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out_color = totalSamples > 0.0 ? result / totalSamples : texture(in_texture, in_uv);
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}
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