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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>
This commit is contained in:
かっこかり
2026-02-08 09:48:04 +09:00
committed by GitHub
parent c86cbfcfba
commit 28f5b2f173
6 changed files with 65 additions and 46 deletions

View File

@@ -21,8 +21,6 @@ uniform int u_samples;
uniform float u_strength;
out vec4 out_color;
// TODO: pixelateの中心を画像中心ではなく範囲の中心にする
// 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
void main() {
if (u_strength <= 0.0) {
@@ -31,11 +29,14 @@ void main() {
}
float angle = -(u_angle * PI);
float aspect = in_resolution.x / max(in_resolution.y, 1.0);
vec2 centeredUv = in_uv - vec2(0.5, 0.5) - u_offset;
vec2 rotatedUV = vec2(
centeredUv.x * cos(angle) - centeredUv.y * sin(angle),
centeredUv.x * sin(angle) + centeredUv.y * cos(angle)
) + u_offset;
vec2 scaledUv = vec2(centeredUv.x * aspect, centeredUv.y);
vec2 rotatedScaledUv = vec2(
scaledUv.x * cos(angle) - scaledUv.y * sin(angle),
scaledUv.x * sin(angle) + scaledUv.y * cos(angle)
);
vec2 rotatedUV = vec2(rotatedScaledUv.x / aspect, rotatedScaledUv.y) + u_offset;
bool isInside = false;
if (u_ellipse) {
@@ -50,19 +51,24 @@ void main() {
return;
}
float dx = u_strength / 1.0;
float dy = u_strength / 1.0;
float baseResolution = (in_resolution.x + in_resolution.y) * 0.5;
float dx = (u_strength * baseResolution) / max(in_resolution.x, 1.0);
float dy = (u_strength * baseResolution) / max(in_resolution.y, 1.0);
vec2 centerUv = vec2(0.5, 0.5) + u_offset;
vec2 new_uv = vec2(
(dx * (floor((in_uv.x - 0.5 - (dx / 2.0)) / dx) + 0.5)),
(dy * (floor((in_uv.y - 0.5 - (dy / 2.0)) / dy) + 0.5))
) + vec2(0.5 + (dx / 2.0), 0.5 + (dy / 2.0));
(dx * (floor((in_uv.x - centerUv.x - (dx / 2.0)) / dx) + 0.5)),
(dy * (floor((in_uv.y - centerUv.y - (dy / 2.0)) / dy) + 0.5))
) + vec2(centerUv.x + (dx / 2.0), centerUv.y + (dy / 2.0));
vec4 result = vec4(0.0);
float totalSamples = 0.0;
// TODO: より多くのサンプリング
result += texture(in_texture, new_uv);
totalSamples += 1.0;
vec2 halfStep = vec2(dx, dy) * 0.25;
result += texture(in_texture, new_uv + vec2(-halfStep.x, -halfStep.y));
result += texture(in_texture, new_uv + vec2(halfStep.x, -halfStep.y));
result += texture(in_texture, new_uv + vec2(-halfStep.x, halfStep.y));
result += texture(in_texture, new_uv + vec2(halfStep.x, halfStep.y));
totalSamples += 4.0;
out_color = totalSamples > 0.0 ? result / totalSamples : texture(in_texture, in_uv);
}