1
0
mirror of https://github.com/misskey-dev/misskey.git synced 2026-05-05 01:55:36 +02:00

refactor(frontend): 既存のGLSLを単独のファイルに移行 (#16677)

* refactor(frontend): 既存のGLSLを単独のファイルに移行

* fix: glslファイルを参照元ファイルと同じ場所に移動
This commit is contained in:
かっこかり
2025-10-23 11:05:21 +09:00
committed by GitHub
parent d203e1a446
commit 2e07e50bb4
6 changed files with 194 additions and 172 deletions

View File

@@ -0,0 +1,23 @@
#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
in vec4 v_color;
in float v_rotation;
uniform sampler2D u_texture;
out vec4 out_color;
void main() {
vec2 rotated = vec2(
cos(v_rotation) * (gl_PointCoord.x - 0.5) + sin(v_rotation) * (gl_PointCoord.y - 0.5) + 0.5,
cos(v_rotation) * (gl_PointCoord.y - 0.5) - sin(v_rotation) * (gl_PointCoord.x - 0.5) + 0.5
);
vec4 snowflake = texture(u_texture, rotated);
out_color = vec4(snowflake.rgb * v_color.xyz, snowflake.a * v_color.a);
}

View File

@@ -3,59 +3,12 @@
* SPDX-License-Identifier: AGPL-3.0-only
*/
import vertexSource from './snowfall-effect.vertex.glsl';
import fragmentSource from './snowfall-effect.fragment.glsl';
export class SnowfallEffect {
private VERTEX_SOURCE = `#version 300 es
in vec4 a_position;
in vec4 a_color;
in vec3 a_rotation;
in vec3 a_speed;
in float a_size;
out vec4 v_color;
out float v_rotation;
uniform float u_time;
uniform mat4 u_projection;
uniform vec3 u_worldSize;
uniform float u_gravity;
uniform float u_wind;
uniform float u_spin_factor;
uniform float u_turbulence;
void main() {
v_color = a_color;
v_rotation = a_rotation.x + (u_time * u_spin_factor) * a_rotation.y;
vec3 pos = a_position.xyz;
pos.x = mod(pos.x + u_time + u_wind * a_speed.x, u_worldSize.x * 2.0) - u_worldSize.x;
pos.y = mod(pos.y - u_time * a_speed.y * u_gravity, u_worldSize.y * 2.0) - u_worldSize.y;
pos.x += sin(u_time * a_speed.z * u_turbulence) * a_rotation.z;
pos.z += cos(u_time * a_speed.z * u_turbulence) * a_rotation.z;
gl_Position = u_projection * vec4(pos.xyz, a_position.w);
gl_PointSize = (a_size / gl_Position.w) * 100.0;
}
`;
private FRAGMENT_SOURCE = `#version 300 es
precision mediump float;
in vec4 v_color;
in float v_rotation;
uniform sampler2D u_texture;
out vec4 out_color;
void main() {
vec2 rotated = vec2(
cos(v_rotation) * (gl_PointCoord.x - 0.5) + sin(v_rotation) * (gl_PointCoord.y - 0.5) + 0.5,
cos(v_rotation) * (gl_PointCoord.y - 0.5) - sin(v_rotation) * (gl_PointCoord.x - 0.5) + 0.5
);
vec4 snowflake = texture(u_texture, rotated);
out_color = vec4(snowflake.rgb * v_color.xyz, snowflake.a * v_color.a);
}
`;
private VERTEX_SOURCE = vertexSource;
private FRAGMENT_SOURCE = fragmentSource;
private gl: WebGLRenderingContext;
private program: WebGLProgram;

View File

@@ -0,0 +1,37 @@
#version 300 es
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
in vec4 a_position;
in vec4 a_color;
in vec3 a_rotation;
in vec3 a_speed;
in float a_size;
out vec4 v_color;
out float v_rotation;
uniform float u_time;
uniform mat4 u_projection;
uniform vec3 u_worldSize;
uniform float u_gravity;
uniform float u_wind;
uniform float u_spin_factor;
uniform float u_turbulence;
void main() {
v_color = a_color;
v_rotation = a_rotation.x + (u_time * u_spin_factor) * a_rotation.y;
vec3 pos = a_position.xyz;
pos.x = mod(pos.x + u_time + u_wind * a_speed.x, u_worldSize.x * 2.0) - u_worldSize.x;
pos.y = mod(pos.y - u_time * a_speed.y * u_gravity, u_worldSize.y * 2.0) - u_worldSize.y;
pos.x += sin(u_time * a_speed.z * u_turbulence) * a_rotation.z;
pos.z += cos(u_time * a_speed.z * u_turbulence) * a_rotation.z;
gl_Position = u_projection * vec4(pos.xyz, a_position.w);
gl_PointSize = (a_size / gl_Position.w) * 100.0;
}