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feat(frontend): EXIFフレーム機能 (#16725)

* wip

* wip

* Update ImageEffector.ts

* Update image-label-renderer.ts

* Update image-label-renderer.ts

* wip

* Update image-label-renderer.ts

* wip

* wip

* wip

* wip

* wip

* wip

* wip

* Update use-uploader.ts

* Update watermark.ts

* wip

* wu

* wip

* Update image-frame-renderer.ts

* wip

* wip

* Update image-frame-renderer.ts

* Create ImageCompositor.ts

* Update ImageCompositor.ts

* wip

* wip

* Update ImageEffector.ts

* wip

* Update use-uploader.ts

* wip

* wip

* wip

* wip

* Update fxs.ts

* wip

* wip

* wip

* Update CHANGELOG.md

* wip

* wip

* Update MkImageEffectorDialog.vue

* Update MkImageEffectorDialog.vue

* Update MkImageFrameEditorDialog.vue

* Update use-uploader.ts

* improve error handling

* Update use-uploader.ts

* 🎨

* wip

* wip

* lazy load

* lazy load

* wip

* wip

* wip
This commit is contained in:
syuilo
2025-11-06 20:25:17 +09:00
committed by GitHub
parent 26c8914a26
commit 4ba18690d7
64 changed files with 2838 additions and 1186 deletions

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#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
uniform int u_amount;
uniform float u_shiftStrengths[128];
uniform vec2 u_shiftOrigins[128];
uniform vec2 u_shiftSizes[128];
uniform float u_channelShift;
out vec4 out_color;
void main() {
// TODO: ピクセル毎に計算する必要はないのでuniformにする
float aspect_ratio = min(in_resolution.x, in_resolution.y) / max(in_resolution.x, in_resolution.y);
float aspect_ratio_x = in_resolution.x > in_resolution.y ? 1.0 : aspect_ratio;
float aspect_ratio_y = in_resolution.x < in_resolution.y ? 1.0 : aspect_ratio;
float v = 0.0;
for (int i = 0; i < u_amount; i++) {
if (
in_uv.x * aspect_ratio_x > ((u_shiftOrigins[i].x * aspect_ratio_x) - u_shiftSizes[i].x) &&
in_uv.x * aspect_ratio_x < ((u_shiftOrigins[i].x * aspect_ratio_x) + u_shiftSizes[i].x) &&
in_uv.y * aspect_ratio_y > ((u_shiftOrigins[i].y * aspect_ratio_y) - u_shiftSizes[i].y) &&
in_uv.y * aspect_ratio_y < ((u_shiftOrigins[i].y * aspect_ratio_y) + u_shiftSizes[i].y)
) {
v += u_shiftStrengths[i];
}
}
float r = texture(in_texture, vec2(in_uv.x + (v * (1.0 + u_channelShift)), in_uv.y)).r;
float g = texture(in_texture, vec2(in_uv.x + v, in_uv.y)).g;
float b = texture(in_texture, vec2(in_uv.x + (v * (1.0 + (u_channelShift / 2.0))), in_uv.y)).b;
float a = texture(in_texture, vec2(in_uv.x + v, in_uv.y)).a;
out_color = vec4(r, g, b, a);
}

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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import seedrandom from 'seedrandom';
import shader from './blockNoise.glsl';
import type { ImageEffectorUiDefinition } from '../image-effector/ImageEffector.js';
import { defineImageCompositorFunction } from '@/lib/ImageCompositor.js';
import { i18n } from '@/i18n.js';
export const fn = defineImageCompositorFunction<{
amount: number;
strength: number;
width: number;
height: number;
channelShift: number;
seed: number;
}>({
shader,
main: ({ gl, program, u, params }) => {
gl.uniform1i(u.amount, params.amount);
gl.uniform1f(u.channelShift, params.channelShift);
const margin = 0;
const rnd = seedrandom(params.seed.toString());
for (let i = 0; i < params.amount; i++) {
const o = gl.getUniformLocation(program, `u_shiftOrigins[${i.toString()}]`);
gl.uniform2f(o, (rnd() * (1 + (margin * 2))) - margin, (rnd() * (1 + (margin * 2))) - margin);
const s = gl.getUniformLocation(program, `u_shiftStrengths[${i.toString()}]`);
gl.uniform1f(s, (1 - (rnd() * 2)) * params.strength);
const sizes = gl.getUniformLocation(program, `u_shiftSizes[${i.toString()}]`);
gl.uniform2f(sizes, params.width, params.height);
}
},
});
export const uiDefinition = {
name: i18n.ts._imageEffector._fxs.glitch + ': ' + i18n.ts._imageEffector._fxs.blockNoise,
params: {
amount: {
label: i18n.ts._imageEffector._fxProps.amount,
type: 'number',
default: 50,
min: 1,
max: 100,
step: 1,
},
strength: {
label: i18n.ts._imageEffector._fxProps.strength,
type: 'number',
default: 0.05,
min: -1,
max: 1,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
width: {
label: i18n.ts.width,
type: 'number',
default: 0.05,
min: 0.01,
max: 1,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
height: {
label: i18n.ts.height,
type: 'number',
default: 0.01,
min: 0.01,
max: 1,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
channelShift: {
label: i18n.ts._imageEffector._fxProps.glitchChannelShift,
type: 'number',
default: 0,
min: 0,
max: 10,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
seed: {
label: i18n.ts._imageEffector._fxProps.seed,
type: 'seed',
default: 100,
},
},
} satisfies ImageEffectorUiDefinition<typeof fn>;

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#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
const float PI = 3.141592653589793;
const float TWO_PI = 6.283185307179586;
const float HALF_PI = 1.5707963267948966;
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
uniform vec2 u_offset;
uniform vec2 u_scale;
uniform bool u_ellipse;
uniform float u_angle;
uniform float u_radius;
uniform int u_samples;
out vec4 out_color;
void main() {
float angle = -(u_angle * PI);
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;
bool isInside = false;
if (u_ellipse) {
vec2 norm = (rotatedUV - u_offset) / u_scale;
isInside = dot(norm, norm) <= 1.0;
} else {
isInside = rotatedUV.x > u_offset.x - u_scale.x && rotatedUV.x < u_offset.x + u_scale.x && rotatedUV.y > u_offset.y - u_scale.y && rotatedUV.y < u_offset.y + u_scale.y;
}
if (!isInside) {
out_color = texture(in_texture, in_uv);
return;
}
vec4 result = vec4(0.0);
float totalSamples = 0.0;
// Make blur radius resolution-independent by using a percentage of image size
// This ensures consistent visual blur regardless of image resolution
float referenceSize = min(in_resolution.x, in_resolution.y);
float normalizedRadius = u_radius / 100.0; // Convert radius to percentage (0-15 -> 0-0.15)
vec2 blurOffset = vec2(normalizedRadius) / in_resolution * referenceSize;
// Calculate how many samples to take in each direction
// This determines the grid density, not the blur extent
int sampleRadius = int(sqrt(float(u_samples)) / 2.0);
// Sample in a grid pattern within the specified radius
for (int x = -sampleRadius; x <= sampleRadius; x++) {
for (int y = -sampleRadius; y <= sampleRadius; y++) {
// Normalize the grid position to [-1, 1] range
float normalizedX = float(x) / float(sampleRadius);
float normalizedY = float(y) / float(sampleRadius);
// Scale by radius to get the actual sampling offset
vec2 offset = vec2(normalizedX, normalizedY) * blurOffset;
vec2 sampleUV = in_uv + offset;
// Only sample if within texture bounds
if (sampleUV.x >= 0.0 && sampleUV.x <= 1.0 && sampleUV.y >= 0.0 && sampleUV.y <= 1.0) {
result += texture(in_texture, sampleUV);
totalSamples += 1.0;
}
}
}
out_color = totalSamples > 0.0 ? result / totalSamples : texture(in_texture, in_uv);
}

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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import shader from './blur.glsl';
import type { ImageEffectorUiDefinition } from '../image-effector/ImageEffector.js';
import { defineImageCompositorFunction } from '@/lib/ImageCompositor.js';
import { i18n } from '@/i18n.js';
export const fn = defineImageCompositorFunction<{
offsetX: number;
offsetY: number;
scaleX: number;
scaleY: number;
ellipse: boolean;
angle: number;
radius: number;
}>({
shader,
main: ({ gl, u, params }) => {
gl.uniform2f(u.offset, params.offsetX / 2, params.offsetY / 2);
gl.uniform2f(u.scale, params.scaleX / 2, params.scaleY / 2);
gl.uniform1i(u.ellipse, params.ellipse ? 1 : 0);
gl.uniform1f(u.angle, params.angle / 2);
gl.uniform1f(u.radius, params.radius);
gl.uniform1i(u.samples, 256);
},
});
export const uiDefinition = {
name: i18n.ts._imageEffector._fxs.blur,
params: {
offsetX: {
label: i18n.ts._imageEffector._fxProps.offset + ' X',
type: 'number',
default: 0.0,
min: -1.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
offsetY: {
label: i18n.ts._imageEffector._fxProps.offset + ' Y',
type: 'number',
default: 0.0,
min: -1.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
scaleX: {
label: i18n.ts._imageEffector._fxProps.scale + ' W',
type: 'number',
default: 0.5,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
scaleY: {
label: i18n.ts._imageEffector._fxProps.scale + ' H',
type: 'number',
default: 0.5,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
ellipse: {
label: i18n.ts._imageEffector._fxProps.circle,
type: 'boolean',
default: false,
},
angle: {
label: i18n.ts._imageEffector._fxProps.angle,
type: 'number',
default: 0,
min: -1.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 90) + '°',
},
radius: {
label: i18n.ts._imageEffector._fxProps.strength,
type: 'number',
default: 3.0,
min: 0.0,
max: 10.0,
step: 0.5,
},
},
} satisfies ImageEffectorUiDefinition<typeof fn>;

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#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
const float PI = 3.141592653589793;
const float TWO_PI = 6.283185307179586;
const float HALF_PI = 1.5707963267948966;
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
uniform float u_angle;
uniform float u_scale;
uniform vec3 u_color;
uniform float u_opacity;
out vec4 out_color;
void main() {
vec4 in_color = texture(in_texture, in_uv);
float x_ratio = max(in_resolution.x / in_resolution.y, 1.0);
float y_ratio = max(in_resolution.y / in_resolution.x, 1.0);
float angle = -(u_angle * PI);
vec2 centeredUv = (in_uv - vec2(0.5, 0.5)) * vec2(x_ratio, y_ratio);
vec2 rotatedUV = vec2(
centeredUv.x * cos(angle) - centeredUv.y * sin(angle),
centeredUv.x * sin(angle) + centeredUv.y * cos(angle)
);
float fmodResult = mod(floor(u_scale * rotatedUV.x) + floor(u_scale * rotatedUV.y), 2.0);
float fin = max(sign(fmodResult), 0.0);
out_color = vec4(
mix(in_color.r, u_color.r, fin * u_opacity),
mix(in_color.g, u_color.g, fin * u_opacity),
mix(in_color.b, u_color.b, fin * u_opacity),
in_color.a
);
}

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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import shader from './checker.glsl';
import type { ImageEffectorUiDefinition } from '../image-effector/ImageEffector.js';
import { defineImageCompositorFunction } from '@/lib/ImageCompositor.js';
import { i18n } from '@/i18n.js';
export const fn = defineImageCompositorFunction<{
angle: number;
scale: number;
color: [number, number, number];
opacity: number;
}>({
shader,
main: ({ gl, u, params }) => {
gl.uniform1f(u.angle, params.angle / 2);
gl.uniform1f(u.scale, params.scale * params.scale);
gl.uniform3f(u.color, params.color[0], params.color[1], params.color[2]);
gl.uniform1f(u.opacity, params.opacity);
},
});
export const uiDefinition = {
name: i18n.ts._imageEffector._fxs.checker,
params: {
angle: {
label: i18n.ts._imageEffector._fxProps.angle,
type: 'number',
default: 0,
min: -1.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 90) + '°',
},
scale: {
label: i18n.ts._imageEffector._fxProps.scale,
type: 'number',
default: 3.0,
min: 1.0,
max: 10.0,
step: 0.1,
},
color: {
label: i18n.ts._imageEffector._fxProps.color,
type: 'color',
default: [1, 1, 1],
},
opacity: {
label: i18n.ts._imageEffector._fxProps.opacity,
type: 'number',
default: 0.5,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
},
} satisfies ImageEffectorUiDefinition<typeof fn>;

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#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
out vec4 out_color;
uniform float u_amount;
uniform float u_start;
uniform bool u_normalize;
void main() {
int samples = 64;
float r_strength = 1.0;
float g_strength = 1.5;
float b_strength = 2.0;
vec2 size = vec2(in_resolution.x, in_resolution.y);
vec4 accumulator = vec4(0.0);
float normalisedValue = length((in_uv - 0.5) * 2.0);
float strength = clamp((normalisedValue - u_start) * (1.0 / (1.0 - u_start)), 0.0, 1.0);
vec2 vector = (u_normalize ? normalize(in_uv - vec2(0.5)) : in_uv - vec2(0.5));
vec2 velocity = vector * strength * u_amount;
vec2 rOffset = -vector * strength * (u_amount * r_strength);
vec2 gOffset = -vector * strength * (u_amount * g_strength);
vec2 bOffset = -vector * strength * (u_amount * b_strength);
for (int i = 0; i < samples; i++) {
accumulator.r += texture(in_texture, in_uv + rOffset).r;
rOffset -= velocity / float(samples);
accumulator.g += texture(in_texture, in_uv + gOffset).g;
gOffset -= velocity / float(samples);
accumulator.b += texture(in_texture, in_uv + bOffset).b;
bOffset -= velocity / float(samples);
}
out_color = vec4(vec3(accumulator / float(samples)), 1.0);
}

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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import shader from './chromaticAberration.glsl';
import type { ImageEffectorUiDefinition } from '../image-effector/ImageEffector.js';
import { defineImageCompositorFunction } from '@/lib/ImageCompositor.js';
import { i18n } from '@/i18n.js';
export const fn = defineImageCompositorFunction<{
normalize: boolean;
amount: number;
}>({
shader,
main: ({ gl, u, params }) => {
gl.uniform1f(u.amount, params.amount);
gl.uniform1i(u.normalize, params.normalize ? 1 : 0);
},
});
export const uiDefinition = {
name: i18n.ts._imageEffector._fxs.chromaticAberration,
params: {
normalize: {
label: i18n.ts._imageEffector._fxProps.normalize,
type: 'boolean',
default: false,
},
amount: {
label: i18n.ts._imageEffector._fxProps.amount,
type: 'number',
default: 0.1,
min: 0.0,
max: 1.0,
step: 0.01,
},
},
} satisfies ImageEffectorUiDefinition<typeof fn>;

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#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
uniform float u_brightness;
uniform float u_contrast;
uniform float u_hue;
uniform float u_lightness;
uniform float u_saturation;
out vec4 out_color;
// RGB to HSL
vec3 rgb2hsl(vec3 c) {
float maxc = max(max(c.r, c.g), c.b);
float minc = min(min(c.r, c.g), c.b);
float l = (maxc + minc) * 0.5;
float s = 0.0;
float h = 0.0;
if (maxc != minc) {
float d = maxc - minc;
s = l > 0.5 ? d / (2.0 - maxc - minc) : d / (maxc + minc);
if (maxc == c.r) {
h = (c.g - c.b) / d + (c.g < c.b ? 6.0 : 0.0);
} else if (maxc == c.g) {
h = (c.b - c.r) / d + 2.0;
} else {
h = (c.r - c.g) / d + 4.0;
}
h /= 6.0;
}
return vec3(h, s, l);
}
// HSL to RGB
float hue2rgb(float p, float q, float t) {
if (t < 0.0) t += 1.0;
if (t > 1.0) t -= 1.0;
if (t < 1.0/6.0) return p + (q - p) * 6.0 * t;
if (t < 1.0/2.0) return q;
if (t < 2.0/3.0) return p + (q - p) * (2.0/3.0 - t) * 6.0;
return p;
}
vec3 hsl2rgb(vec3 hsl) {
float r, g, b;
float h = hsl.x;
float s = hsl.y;
float l = hsl.z;
if (s == 0.0) {
r = g = b = l;
} else {
float q = l < 0.5 ? l * (1.0 + s) : l + s - l * s;
float p = 2.0 * l - q;
r = hue2rgb(p, q, h + 1.0/3.0);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1.0/3.0);
}
return vec3(r, g, b);
}
void main() {
vec4 in_color = texture(in_texture, in_uv);
vec3 color = in_color.rgb;
color = color * u_brightness;
color += vec3(u_lightness);
color = (color - 0.5) * u_contrast + 0.5;
vec3 hsl = rgb2hsl(color);
hsl.x = mod(hsl.x + u_hue, 1.0);
hsl.y = clamp(hsl.y * u_saturation, 0.0, 1.0);
color = hsl2rgb(hsl);
out_color = vec4(color, in_color.a);
}

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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import shader from './colorAdjust.glsl';
import type { ImageEffectorUiDefinition } from '../image-effector/ImageEffector.js';
import { defineImageCompositorFunction } from '@/lib/ImageCompositor.js';
import { i18n } from '@/i18n.js';
export const fn = defineImageCompositorFunction<{
lightness: number;
contrast: number;
hue: number;
brightness: number;
saturation: number;
}>({
shader,
main: ({ gl, u, params }) => {
gl.uniform1f(u.brightness, params.brightness);
gl.uniform1f(u.contrast, params.contrast);
gl.uniform1f(u.hue, params.hue / 2);
gl.uniform1f(u.lightness, params.lightness);
gl.uniform1f(u.saturation, params.saturation);
},
});
export const uiDefinition = {
name: i18n.ts._imageEffector._fxs.colorAdjust,
params: {
lightness: {
label: i18n.ts._imageEffector._fxProps.lightness,
type: 'number',
default: 0,
min: -1,
max: 1,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
contrast: {
label: i18n.ts._imageEffector._fxProps.contrast,
type: 'number',
default: 1,
min: 0,
max: 4,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
hue: {
label: i18n.ts._imageEffector._fxProps.hue,
type: 'number',
default: 0,
min: -1,
max: 1,
step: 0.01,
toViewValue: v => Math.round(v * 180) + '°',
},
brightness: {
label: i18n.ts._imageEffector._fxProps.brightness,
type: 'number',
default: 1,
min: 0,
max: 4,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
saturation: {
label: i18n.ts._imageEffector._fxProps.saturation,
type: 'number',
default: 1,
min: 0,
max: 4,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
},
} satisfies ImageEffectorUiDefinition<typeof fn>;

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#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
// colorClamp, colorClampAdvanced共通
// colorClampではmax, minがすべて同じ値となる
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
uniform float u_rMax;
uniform float u_rMin;
uniform float u_gMax;
uniform float u_gMin;
uniform float u_bMax;
uniform float u_bMin;
out vec4 out_color;
void main() {
vec4 in_color = texture(in_texture, in_uv);
float r = min(max(in_color.r, u_rMin), u_rMax);
float g = min(max(in_color.g, u_gMin), u_gMax);
float b = min(max(in_color.b, u_bMin), u_bMax);
out_color = vec4(r, g, b, in_color.a);
}

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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import shader from './colorClamp.glsl';
import type { ImageEffectorUiDefinition } from '../image-effector/ImageEffector.js';
import { defineImageCompositorFunction } from '@/lib/ImageCompositor.js';
import { i18n } from '@/i18n.js';
export const fn = defineImageCompositorFunction<{
max: number;
min: number;
}>({
shader,
main: ({ gl, u, params }) => {
gl.uniform1f(u.rMax, params.max);
gl.uniform1f(u.rMin, 1.0 + params.min);
gl.uniform1f(u.gMax, params.max);
gl.uniform1f(u.gMin, 1.0 + params.min);
gl.uniform1f(u.bMax, params.max);
gl.uniform1f(u.bMin, 1.0 + params.min);
},
});
export const uiDefinition = {
name: i18n.ts._imageEffector._fxs.colorClamp,
params: {
max: {
label: i18n.ts._imageEffector._fxProps.max,
type: 'number',
default: 1.0,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
min: {
label: i18n.ts._imageEffector._fxProps.min,
type: 'number',
default: -1.0,
min: -1.0,
max: 0.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
},
} satisfies ImageEffectorUiDefinition<typeof fn>;

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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import shader from './colorClamp.glsl';
import type { ImageEffectorUiDefinition } from '../image-effector/ImageEffector.js';
import { defineImageCompositorFunction } from '@/lib/ImageCompositor.js';
import { i18n } from '@/i18n.js';
export const fn = defineImageCompositorFunction<{
rMax: number;
rMin: number;
gMax: number;
gMin: number;
bMax: number;
bMin: number;
}>({
shader,
main: ({ gl, u, params }) => {
gl.uniform1f(u.rMax, params.rMax);
gl.uniform1f(u.rMin, 1.0 + params.rMin);
gl.uniform1f(u.gMax, params.gMax);
gl.uniform1f(u.gMin, 1.0 + params.gMin);
gl.uniform1f(u.bMax, params.bMax);
gl.uniform1f(u.bMin, 1.0 + params.bMin);
},
});
export const uiDefinition = {
name: i18n.ts._imageEffector._fxs.colorClampAdvanced,
params: {
rMax: {
label: `${i18n.ts._imageEffector._fxProps.max} (${i18n.ts._imageEffector._fxProps.redComponent})`,
type: 'number',
default: 1.0,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
rMin: {
label: `${i18n.ts._imageEffector._fxProps.min} (${i18n.ts._imageEffector._fxProps.redComponent})`,
type: 'number',
default: -1.0,
min: -1.0,
max: 0.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
gMax: {
label: `${i18n.ts._imageEffector._fxProps.max} (${i18n.ts._imageEffector._fxProps.greenComponent})`,
type: 'number',
default: 1.0,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
gMin: {
label: `${i18n.ts._imageEffector._fxProps.min} (${i18n.ts._imageEffector._fxProps.greenComponent})`,
type: 'number',
default: -1.0,
min: -1.0,
max: 0.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
bMax: {
label: `${i18n.ts._imageEffector._fxProps.max} (${i18n.ts._imageEffector._fxProps.blueComponent})`,
type: 'number',
default: 1.0,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
bMin: {
label: `${i18n.ts._imageEffector._fxProps.min} (${i18n.ts._imageEffector._fxProps.blueComponent})`,
type: 'number',
default: -1.0,
min: -1.0,
max: 0.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
},
} satisfies ImageEffectorUiDefinition<typeof fn>;

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#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
const float PI = 3.141592653589793;
const float TWO_PI = 6.283185307179586;
const float HALF_PI = 1.5707963267948966;
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
uniform float u_phase;
uniform float u_frequency;
uniform float u_strength;
uniform int u_direction; // 0: vertical, 1: horizontal
out vec4 out_color;
void main() {
float v = u_direction == 0 ?
sin((HALF_PI + (u_phase * PI) - (u_frequency / 2.0)) + in_uv.y * u_frequency) * u_strength :
sin((HALF_PI + (u_phase * PI) - (u_frequency / 2.0)) + in_uv.x * u_frequency) * u_strength;
vec4 in_color = u_direction == 0 ?
texture(in_texture, vec2(in_uv.x + v, in_uv.y)) :
texture(in_texture, vec2(in_uv.x, in_uv.y + v));
out_color = in_color;
}

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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import shader from './distort.glsl';
import type { ImageEffectorUiDefinition } from '../image-effector/ImageEffector.js';
import { defineImageCompositorFunction } from '@/lib/ImageCompositor.js';
import { i18n } from '@/i18n.js';
export const fn = defineImageCompositorFunction<{
direction: number;
phase: number;
frequency: number;
strength: number;
}>({
shader,
main: ({ gl, u, params }) => {
gl.uniform1f(u.phase, params.phase);
gl.uniform1f(u.frequency, params.frequency);
gl.uniform1f(u.strength, params.strength);
gl.uniform1i(u.direction, params.direction);
},
});
export const uiDefinition = {
name: i18n.ts._imageEffector._fxs.distort,
params: {
direction: {
label: i18n.ts._imageEffector._fxProps.direction,
type: 'number:enum',
enum: [
{ value: 0 as const, label: i18n.ts.horizontal },
{ value: 1 as const, label: i18n.ts.vertical },
],
default: 1,
},
phase: {
label: i18n.ts._imageEffector._fxProps.phase,
type: 'number',
default: 0.0,
min: -1.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
frequency: {
label: i18n.ts._imageEffector._fxProps.frequency,
type: 'number',
default: 30,
min: 0,
max: 100,
step: 0.1,
},
strength: {
label: i18n.ts._imageEffector._fxProps.strength,
type: 'number',
default: 0.05,
min: 0,
max: 1,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
},
} satisfies ImageEffectorUiDefinition<typeof fn>;

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#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
const float PI = 3.141592653589793;
const float TWO_PI = 6.283185307179586;
const float HALF_PI = 1.5707963267948966;
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
uniform vec2 u_offset;
uniform vec2 u_scale;
uniform bool u_ellipse;
uniform float u_angle;
uniform vec3 u_color;
uniform float u_opacity;
out vec4 out_color;
void main() {
vec4 in_color = texture(in_texture, in_uv);
//float x_ratio = max(in_resolution.x / in_resolution.y, 1.0);
//float y_ratio = max(in_resolution.y / in_resolution.x, 1.0);
float angle = -(u_angle * PI);
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;
bool isInside = false;
if (u_ellipse) {
vec2 norm = (rotatedUV - u_offset) / u_scale;
isInside = dot(norm, norm) <= 1.0;
} else {
isInside = rotatedUV.x > u_offset.x - u_scale.x && rotatedUV.x < u_offset.x + u_scale.x && rotatedUV.y > u_offset.y - u_scale.y && rotatedUV.y < u_offset.y + u_scale.y;
}
out_color = isInside ? vec4(
mix(in_color.r, u_color.r, u_opacity),
mix(in_color.g, u_color.g, u_opacity),
mix(in_color.b, u_color.b, u_opacity),
in_color.a
) : in_color;
}

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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import shader from './fill.glsl';
import type { ImageEffectorUiDefinition } from '../image-effector/ImageEffector.js';
import { defineImageCompositorFunction } from '@/lib/ImageCompositor.js';
import { i18n } from '@/i18n.js';
export const fn = defineImageCompositorFunction<{
offsetX: number;
offsetY: number;
scaleX: number;
scaleY: number;
ellipse: boolean;
angle: number;
color: [number, number, number];
opacity: number;
}>({
shader,
main: ({ gl, u, params }) => {
gl.uniform2f(u.offset, params.offsetX / 2, params.offsetY / 2);
gl.uniform2f(u.scale, params.scaleX / 2, params.scaleY / 2);
gl.uniform1i(u.ellipse, params.ellipse ? 1 : 0);
gl.uniform1f(u.angle, params.angle / 2);
gl.uniform3f(u.color, params.color[0], params.color[1], params.color[2]);
gl.uniform1f(u.opacity, params.opacity);
},
});
export const uiDefinition = {
name: i18n.ts._imageEffector._fxs.fill,
params: {
offsetX: {
label: i18n.ts._imageEffector._fxProps.offset + ' X',
type: 'number',
default: 0.0,
min: -1.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
offsetY: {
label: i18n.ts._imageEffector._fxProps.offset + ' Y',
type: 'number',
default: 0.0,
min: -1.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
scaleX: {
label: i18n.ts._imageEffector._fxProps.scale + ' W',
type: 'number',
default: 0.5,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
scaleY: {
label: i18n.ts._imageEffector._fxProps.scale + ' H',
type: 'number',
default: 0.5,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
ellipse: {
label: i18n.ts._imageEffector._fxProps.circle,
type: 'boolean',
default: false,
},
angle: {
label: i18n.ts._imageEffector._fxProps.angle,
type: 'number',
default: 0,
min: -1.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 90) + '°',
},
color: {
label: i18n.ts._imageEffector._fxProps.color,
type: 'color',
default: [1, 1, 1],
},
opacity: {
label: i18n.ts._imageEffector._fxProps.opacity,
type: 'number',
default: 1.0,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
},
} satisfies ImageEffectorUiDefinition<typeof fn>;

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#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
out vec4 out_color;
float getBrightness(vec4 color) {
return (color.r + color.g + color.b) / 3.0;
}
void main() {
vec4 in_color = texture(in_texture, in_uv);
float brightness = getBrightness(in_color);
out_color = vec4(brightness, brightness, brightness, in_color.a);
}

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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import shader from './grayscale.glsl';
import type { ImageEffectorUiDefinition } from '../image-effector/ImageEffector.js';
import { defineImageCompositorFunction } from '@/lib/ImageCompositor.js';
import { i18n } from '@/i18n.js';
export const fn = defineImageCompositorFunction({
shader,
main: ({ gl, u, params }) => {
},
});
export const uiDefinition = {
name: i18n.ts._imageEffector._fxs.grayscale,
params: {
},
} satisfies ImageEffectorUiDefinition<typeof fn>;

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#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
uniform bool u_r;
uniform bool u_g;
uniform bool u_b;
out vec4 out_color;
void main() {
vec4 in_color = texture(in_texture, in_uv);
out_color.r = u_r ? 1.0 - in_color.r : in_color.r;
out_color.g = u_g ? 1.0 - in_color.g : in_color.g;
out_color.b = u_b ? 1.0 - in_color.b : in_color.b;
out_color.a = in_color.a;
}

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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import shader from './invert.glsl';
import type { ImageEffectorUiDefinition } from '../image-effector/ImageEffector.js';
import { defineImageCompositorFunction } from '@/lib/ImageCompositor.js';
import { i18n } from '@/i18n.js';
export const fn = defineImageCompositorFunction<{
r: boolean;
g: boolean;
b: boolean;
}>({
shader,
main: ({ gl, u, params }) => {
gl.uniform1i(u.r, params.r ? 1 : 0);
gl.uniform1i(u.g, params.g ? 1 : 0);
gl.uniform1i(u.b, params.b ? 1 : 0);
},
});
export const uiDefinition = {
name: i18n.ts._imageEffector._fxs.invert,
params: {
r: {
label: i18n.ts._imageEffector._fxProps.redComponent,
type: 'boolean',
default: true,
},
g: {
label: i18n.ts._imageEffector._fxProps.greenComponent,
type: 'boolean',
default: true,
},
b: {
label: i18n.ts._imageEffector._fxProps.blueComponent,
type: 'boolean',
default: true,
},
},
} satisfies ImageEffectorUiDefinition<typeof fn>;

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#version 300 es
precision mediump float;
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
uniform int u_h;
uniform int u_v;
out vec4 out_color;
void main() {
vec2 uv = in_uv;
if (u_h == -1 && in_uv.x > 0.5) {
uv.x = 1.0 - uv.x;
}
if (u_h == 1 && in_uv.x < 0.5) {
uv.x = 1.0 - uv.x;
}
if (u_v == -1 && in_uv.y > 0.5) {
uv.y = 1.0 - uv.y;
}
if (u_v == 1 && in_uv.y < 0.5) {
uv.y = 1.0 - uv.y;
}
out_color = texture(in_texture, uv);
}

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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import shader from './mirror.glsl';
import type { ImageEffectorUiDefinition } from '../image-effector/ImageEffector.js';
import { defineImageCompositorFunction } from '@/lib/ImageCompositor.js';
import { i18n } from '@/i18n.js';
export const fn = defineImageCompositorFunction<{
h: number;
v: number;
}>({
shader,
main: ({ gl, u, params }) => {
gl.uniform1i(u.h, params.h);
gl.uniform1i(u.v, params.v);
},
});
export const uiDefinition = {
name: i18n.ts._imageEffector._fxs.mirror,
params: {
h: {
label: i18n.ts.horizontal,
type: 'number:enum',
enum: [
{ value: -1 as const, icon: 'ti ti-arrow-bar-right' },
{ value: 0 as const, icon: 'ti ti-minus-vertical' },
{ value: 1 as const, icon: 'ti ti-arrow-bar-left' },
],
default: -1,
},
v: {
label: i18n.ts.vertical,
type: 'number:enum',
enum: [
{ value: -1 as const, icon: 'ti ti-arrow-bar-down' },
{ value: 0 as const, icon: 'ti ti-minus' },
{ value: 1 as const, icon: 'ti ti-arrow-bar-up' },
],
default: 0,
},
},
} satisfies ImageEffectorUiDefinition<typeof fn>;

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#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
const float PI = 3.141592653589793;
const float TWO_PI = 6.283185307179586;
const float HALF_PI = 1.5707963267948966;
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
uniform vec2 u_offset;
uniform vec2 u_scale;
uniform bool u_ellipse;
uniform float u_angle;
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) {
out_color = texture(in_texture, in_uv);
return;
}
float angle = -(u_angle * PI);
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;
bool isInside = false;
if (u_ellipse) {
vec2 norm = (rotatedUV - u_offset) / u_scale;
isInside = dot(norm, norm) <= 1.0;
} else {
isInside = rotatedUV.x > u_offset.x - u_scale.x && rotatedUV.x < u_offset.x + u_scale.x && rotatedUV.y > u_offset.y - u_scale.y && rotatedUV.y < u_offset.y + u_scale.y;
}
if (!isInside) {
out_color = texture(in_texture, in_uv);
return;
}
float dx = u_strength / 1.0;
float dy = u_strength / 1.0;
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));
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;
out_color = totalSamples > 0.0 ? result / totalSamples : texture(in_texture, in_uv);
}

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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import shader from './pixelate.glsl';
import type { ImageEffectorUiDefinition } from '../image-effector/ImageEffector.js';
import { defineImageCompositorFunction } from '@/lib/ImageCompositor.js';
import { i18n } from '@/i18n.js';
export const fn = defineImageCompositorFunction<{
offsetX: number;
offsetY: number;
scaleX: number;
scaleY: number;
ellipse: boolean;
angle: number;
strength: number;
}>({
shader,
main: ({ gl, u, params }) => {
gl.uniform2f(u.offset, params.offsetX / 2, params.offsetY / 2);
gl.uniform2f(u.scale, params.scaleX / 2, params.scaleY / 2);
gl.uniform1i(u.ellipse, params.ellipse ? 1 : 0);
gl.uniform1f(u.angle, params.angle / 2);
gl.uniform1f(u.strength, params.strength * params.strength);
gl.uniform1i(u.samples, 256);
},
});
export const uiDefinition = {
name: i18n.ts._imageEffector._fxs.pixelate,
params: {
offsetX: {
label: i18n.ts._imageEffector._fxProps.offset + ' X',
type: 'number',
default: 0.0,
min: -1.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
offsetY: {
label: i18n.ts._imageEffector._fxProps.offset + ' Y',
type: 'number',
default: 0.0,
min: -1.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
scaleX: {
label: i18n.ts._imageEffector._fxProps.scale + ' W',
type: 'number',
default: 0.5,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
scaleY: {
label: i18n.ts._imageEffector._fxProps.scale + ' H',
type: 'number',
default: 0.5,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
ellipse: {
label: i18n.ts._imageEffector._fxProps.circle,
type: 'boolean',
default: false,
},
angle: {
label: i18n.ts._imageEffector._fxProps.angle,
type: 'number',
default: 0,
min: -1.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 90) + '°',
},
strength: {
label: i18n.ts._imageEffector._fxProps.strength,
type: 'number',
default: 0.2,
min: 0.0,
max: 0.5,
step: 0.01,
},
},
} satisfies ImageEffectorUiDefinition<typeof fn>;

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#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
const float PI = 3.141592653589793;
const float TWO_PI = 6.283185307179586;
const float HALF_PI = 1.5707963267948966;
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
uniform float u_angle;
uniform float u_scale;
uniform float u_major_radius;
uniform float u_major_opacity;
uniform float u_minor_divisions;
uniform float u_minor_radius;
uniform float u_minor_opacity;
uniform vec3 u_color;
out vec4 out_color;
void main() {
vec4 in_color = texture(in_texture, in_uv);
float x_ratio = max(in_resolution.x / in_resolution.y, 1.0);
float y_ratio = max(in_resolution.y / in_resolution.x, 1.0);
float angle = -(u_angle * PI);
vec2 centeredUv = (in_uv - vec2(0.5, 0.5)) * vec2(x_ratio, y_ratio);
vec2 rotatedUV = vec2(
centeredUv.x * cos(angle) - centeredUv.y * sin(angle),
centeredUv.x * sin(angle) + centeredUv.y * cos(angle)
);
float major_modX = mod(rotatedUV.x, (1.0 / u_scale));
float major_modY = mod(rotatedUV.y, (1.0 / u_scale));
float major_threshold = ((u_major_radius / 2.0) / u_scale);
if (
length(vec2(major_modX, major_modY)) < major_threshold ||
length(vec2((1.0 / u_scale) - major_modX, major_modY)) < major_threshold ||
length(vec2(major_modX, (1.0 / u_scale) - major_modY)) < major_threshold ||
length(vec2((1.0 / u_scale) - major_modX, (1.0 / u_scale) - major_modY)) < major_threshold
) {
out_color = vec4(
mix(in_color.r, u_color.r, u_major_opacity),
mix(in_color.g, u_color.g, u_major_opacity),
mix(in_color.b, u_color.b, u_major_opacity),
in_color.a
);
return;
}
float minor_modX = mod(rotatedUV.x, (1.0 / u_scale / u_minor_divisions));
float minor_modY = mod(rotatedUV.y, (1.0 / u_scale / u_minor_divisions));
float minor_threshold = ((u_minor_radius / 2.0) / (u_minor_divisions * u_scale));
if (
length(vec2(minor_modX, minor_modY)) < minor_threshold ||
length(vec2((1.0 / u_scale / u_minor_divisions) - minor_modX, minor_modY)) < minor_threshold ||
length(vec2(minor_modX, (1.0 / u_scale / u_minor_divisions) - minor_modY)) < minor_threshold ||
length(vec2((1.0 / u_scale / u_minor_divisions) - minor_modX, (1.0 / u_scale / u_minor_divisions) - minor_modY)) < minor_threshold
) {
out_color = vec4(
mix(in_color.r, u_color.r, u_minor_opacity),
mix(in_color.g, u_color.g, u_minor_opacity),
mix(in_color.b, u_color.b, u_minor_opacity),
in_color.a
);
return;
}
out_color = in_color;
}

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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import shader from './polkadot.glsl';
import type { ImageEffectorUiDefinition } from '../image-effector/ImageEffector.js';
import { defineImageCompositorFunction } from '@/lib/ImageCompositor.js';
import { i18n } from '@/i18n.js';
export const fn = defineImageCompositorFunction<{
angle: number;
scale: number;
majorRadius: number;
majorOpacity: number;
minorDivisions: number;
minorRadius: number;
minorOpacity: number;
color: [number, number, number];
}>({
shader,
main: ({ gl, u, params }) => {
gl.uniform1f(u.angle, params.angle / 2);
gl.uniform1f(u.scale, params.scale * params.scale);
gl.uniform1f(u.major_radius, params.majorRadius);
gl.uniform1f(u.major_opacity, params.majorOpacity);
gl.uniform1f(u.minor_divisions, params.minorDivisions);
gl.uniform1f(u.minor_radius, params.minorRadius);
gl.uniform3f(u.color, params.color[0], params.color[1], params.color[2]);
gl.uniform1f(u.minor_opacity, params.minorOpacity);
},
});
export const uiDefinition = {
name: i18n.ts._imageEffector._fxs.polkadot,
params: {
angle: {
label: i18n.ts._imageEffector._fxProps.angle,
type: 'number',
default: 0,
min: -1.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 90) + '°',
},
scale: {
label: i18n.ts._imageEffector._fxProps.scale,
type: 'number',
default: 3.0,
min: 1.0,
max: 10.0,
step: 0.1,
},
majorRadius: {
label: i18n.ts._watermarkEditor.polkadotMainDotRadius,
type: 'number',
default: 0.1,
min: 0.0,
max: 1.0,
step: 0.01,
},
majorOpacity: {
label: i18n.ts._watermarkEditor.polkadotMainDotOpacity,
type: 'number',
default: 0.75,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
minorDivisions: {
label: i18n.ts._watermarkEditor.polkadotSubDotDivisions,
type: 'number',
default: 4,
min: 0,
max: 16,
step: 1,
},
minorRadius: {
label: i18n.ts._watermarkEditor.polkadotSubDotRadius,
type: 'number',
default: 0.25,
min: 0.0,
max: 1.0,
step: 0.01,
},
minorOpacity: {
label: i18n.ts._watermarkEditor.polkadotSubDotOpacity,
type: 'number',
default: 0.5,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
color: {
label: i18n.ts._imageEffector._fxProps.color,
type: 'color',
default: [1, 1, 1],
},
},
} satisfies ImageEffectorUiDefinition<typeof fn>;

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#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
const float PI = 3.141592653589793;
const float TWO_PI = 6.283185307179586;
const float HALF_PI = 1.5707963267948966;
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
uniform float u_angle;
uniform float u_frequency;
uniform float u_phase;
uniform float u_threshold;
uniform vec3 u_color;
uniform float u_opacity;
out vec4 out_color;
void main() {
vec4 in_color = texture(in_texture, in_uv);
float x_ratio = max(in_resolution.x / in_resolution.y, 1.0);
float y_ratio = max(in_resolution.y / in_resolution.x, 1.0);
float angle = -(u_angle * PI);
vec2 centeredUv = (in_uv - vec2(0.5, 0.5)) * vec2(x_ratio, y_ratio);
vec2 rotatedUV = vec2(
centeredUv.x * cos(angle) - centeredUv.y * sin(angle),
centeredUv.x * sin(angle) + centeredUv.y * cos(angle)
);
float phase = u_phase * TWO_PI;
float value = (1.0 + sin((rotatedUV.x * u_frequency - HALF_PI) + phase)) / 2.0;
value = value < u_threshold ? 1.0 : 0.0;
out_color = vec4(
mix(in_color.r, u_color.r, value * u_opacity),
mix(in_color.g, u_color.g, value * u_opacity),
mix(in_color.b, u_color.b, value * u_opacity),
in_color.a
);
}

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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import shader from './stripe.glsl';
import type { ImageEffectorUiDefinition } from '../image-effector/ImageEffector.js';
import { defineImageCompositorFunction } from '@/lib/ImageCompositor.js';
import { i18n } from '@/i18n.js';
export const fn = defineImageCompositorFunction<{
angle: number;
frequency: number;
threshold: number;
color: [number, number, number];
opacity: number;
}>({
shader,
main: ({ gl, u, params }) => {
gl.uniform1f(u.angle, params.angle / 2);
gl.uniform1f(u.frequency, params.frequency * params.frequency);
gl.uniform1f(u.phase, 0.0);
gl.uniform1f(u.threshold, params.threshold);
gl.uniform3f(u.color, params.color[0], params.color[1], params.color[2]);
gl.uniform1f(u.opacity, params.opacity);
},
});
export const uiDefinition = {
name: i18n.ts._imageEffector._fxs.stripe,
params: {
angle: {
label: i18n.ts._imageEffector._fxProps.angle,
type: 'number',
default: 0.5,
min: -1.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 90) + '°',
},
frequency: {
label: i18n.ts._watermarkEditor.stripeFrequency,
type: 'number',
default: 10.0,
min: 1.0,
max: 30.0,
step: 0.1,
},
threshold: {
label: i18n.ts._watermarkEditor.stripeWidth,
type: 'number',
default: 0.1,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
color: {
label: i18n.ts._imageEffector._fxProps.color,
type: 'color',
default: [1, 1, 1],
},
opacity: {
label: i18n.ts._imageEffector._fxProps.opacity,
type: 'number',
default: 0.5,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
},
} satisfies ImageEffectorUiDefinition<typeof fn>;

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#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
uniform int u_amount;
uniform float u_shiftStrengths[128];
uniform float u_shiftOrigins[128];
uniform float u_shiftHeights[128];
uniform float u_channelShift;
out vec4 out_color;
void main() {
float v = 0.0;
for (int i = 0; i < u_amount; i++) {
if (in_uv.y > (u_shiftOrigins[i] - u_shiftHeights[i]) && in_uv.y < (u_shiftOrigins[i] + u_shiftHeights[i])) {
v += u_shiftStrengths[i];
}
}
float r = texture(in_texture, vec2(in_uv.x + (v * (1.0 + u_channelShift)), in_uv.y)).r;
float g = texture(in_texture, vec2(in_uv.x + v, in_uv.y)).g;
float b = texture(in_texture, vec2(in_uv.x + (v * (1.0 + (u_channelShift / 2.0))), in_uv.y)).b;
float a = texture(in_texture, vec2(in_uv.x + v, in_uv.y)).a;
out_color = vec4(r, g, b, a);
}

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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import seedrandom from 'seedrandom';
import shader from './tearing.glsl';
import type { ImageEffectorUiDefinition } from '../image-effector/ImageEffector.js';
import { defineImageCompositorFunction } from '@/lib/ImageCompositor.js';
import { i18n } from '@/i18n.js';
export const fn = defineImageCompositorFunction<{
amount: number;
strength: number;
size: number;
channelShift: number;
seed: number;
}>({
shader,
main: ({ gl, program, u, params }) => {
gl.uniform1i(u.amount, params.amount);
gl.uniform1f(u.channelShift, params.channelShift);
const rnd = seedrandom(params.seed.toString());
for (let i = 0; i < params.amount; i++) {
const o = gl.getUniformLocation(program, `u_shiftOrigins[${i.toString()}]`);
gl.uniform1f(o, rnd());
const s = gl.getUniformLocation(program, `u_shiftStrengths[${i.toString()}]`);
gl.uniform1f(s, (1 - (rnd() * 2)) * params.strength);
const h = gl.getUniformLocation(program, `u_shiftHeights[${i.toString()}]`);
gl.uniform1f(h, rnd() * params.size);
}
},
});
export const uiDefinition = {
name: i18n.ts._imageEffector._fxs.glitch + ': ' + i18n.ts._imageEffector._fxs.tearing,
params: {
amount: {
label: i18n.ts._imageEffector._fxProps.amount,
type: 'number',
default: 3,
min: 1,
max: 100,
step: 1,
},
strength: {
label: i18n.ts._imageEffector._fxProps.strength,
type: 'number',
default: 0.05,
min: -1,
max: 1,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
size: {
label: i18n.ts._imageEffector._fxProps.size,
type: 'number',
default: 0.2,
min: 0,
max: 1,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
channelShift: {
label: i18n.ts._imageEffector._fxProps.glitchChannelShift,
type: 'number',
default: 0.5,
min: 0,
max: 10,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
seed: {
label: i18n.ts._imageEffector._fxProps.seed,
type: 'seed',
default: 100,
},
},
} satisfies ImageEffectorUiDefinition<typeof fn>;

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#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
uniform float u_r;
uniform float u_g;
uniform float u_b;
out vec4 out_color;
void main() {
vec4 in_color = texture(in_texture, in_uv);
float r = in_color.r < u_r ? 0.0 : 1.0;
float g = in_color.g < u_g ? 0.0 : 1.0;
float b = in_color.b < u_b ? 0.0 : 1.0;
out_color = vec4(r, g, b, in_color.a);
}

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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import shader from './threshold.glsl';
import type { ImageEffectorUiDefinition } from '../image-effector/ImageEffector.js';
import { defineImageCompositorFunction } from '@/lib/ImageCompositor.js';
import { i18n } from '@/i18n.js';
export const fn = defineImageCompositorFunction<{
r: number;
g: number;
b: number;
}>({
shader,
main: ({ gl, u, params }) => {
gl.uniform1f(u.r, params.r);
gl.uniform1f(u.g, params.g);
gl.uniform1f(u.b, params.b);
},
});
export const uiDefinition = {
name: i18n.ts._imageEffector._fxs.threshold,
params: {
r: {
label: i18n.ts._imageEffector._fxProps.redComponent,
type: 'number',
default: 0.5,
min: 0.0,
max: 1.0,
step: 0.01,
},
g: {
label: i18n.ts._imageEffector._fxProps.greenComponent,
type: 'number',
default: 0.5,
min: 0.0,
max: 1.0,
step: 0.01,
},
b: {
label: i18n.ts._imageEffector._fxProps.blueComponent,
type: 'number',
default: 0.5,
min: 0.0,
max: 1.0,
step: 0.01,
},
},
} satisfies ImageEffectorUiDefinition<typeof fn>;

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#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
// エイリアスを解決してくれないので、プロジェクトルートからの絶対パスにする必要がある
#include /src/shaders/snoise;
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
uniform vec2 u_pos;
uniform float u_frequency;
uniform bool u_thresholdEnabled;
uniform float u_threshold;
uniform float u_maskSize;
uniform bool u_black;
out vec4 out_color;
void main() {
vec4 in_color = texture(in_texture, in_uv);
vec2 centeredUv = (in_uv - vec2(0.5, 0.5));
vec2 uv = centeredUv;
float seed = 1.0;
float time = 0.0;
vec2 noiseUV = (uv - u_pos) / distance((uv - u_pos), vec2(0.0));
float noiseX = (noiseUV.x + seed) * u_frequency;
float noiseY = (noiseUV.y + seed) * u_frequency;
float noise = (1.0 + snoise(vec3(noiseX, noiseY, time))) / 2.0;
float t = noise;
if (u_thresholdEnabled) t = t < u_threshold ? 1.0 : 0.0;
// TODO: マスクの形自体も揺らぎを与える
float d = distance(uv * vec2(2.0, 2.0), u_pos * vec2(2.0, 2.0));
float mask = d < u_maskSize ? 0.0 : ((d - u_maskSize) * (1.0 + (u_maskSize * 2.0)));
out_color = vec4(
mix(in_color.r, u_black ? 0.0 : 1.0, t * mask),
mix(in_color.g, u_black ? 0.0 : 1.0, t * mask),
mix(in_color.b, u_black ? 0.0 : 1.0, t * mask),
in_color.a
);
}

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/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import shader from './zoomLines.glsl';
import type { ImageEffectorUiDefinition } from '../image-effector/ImageEffector.js';
import { defineImageCompositorFunction } from '@/lib/ImageCompositor.js';
import { i18n } from '@/i18n.js';
export const fn = defineImageCompositorFunction<{
x: number;
y: number;
frequency: number;
smoothing: boolean;
threshold: number;
maskSize: number;
black: boolean;
}>({
shader,
main: ({ gl, u, params }) => {
gl.uniform2f(u.pos, params.x / 2, params.y / 2);
gl.uniform1f(u.frequency, params.frequency * params.frequency);
// thresholdの調整が有効な間はsmoothingが利用できない
gl.uniform1i(u.thresholdEnabled, params.smoothing ? 0 : 1);
gl.uniform1f(u.threshold, params.threshold);
gl.uniform1f(u.maskSize, params.maskSize);
gl.uniform1i(u.black, params.black ? 1 : 0);
},
});
export const uiDefinition = {
name: i18n.ts._imageEffector._fxs.zoomLines,
params: {
x: {
label: i18n.ts._imageEffector._fxProps.centerX,
type: 'number',
default: 0.0,
min: -1.0,
max: 1.0,
step: 0.01,
},
y: {
label: i18n.ts._imageEffector._fxProps.centerY,
type: 'number',
default: 0.0,
min: -1.0,
max: 1.0,
step: 0.01,
},
frequency: {
label: i18n.ts._imageEffector._fxProps.frequency,
type: 'number',
default: 5.0,
min: 0.0,
max: 15.0,
step: 0.1,
},
smoothing: {
label: i18n.ts._imageEffector._fxProps.zoomLinesSmoothing,
caption: i18n.ts._imageEffector._fxProps.zoomLinesSmoothingDescription,
type: 'boolean',
default: false,
},
threshold: {
label: i18n.ts._imageEffector._fxProps.zoomLinesThreshold,
type: 'number',
default: 0.5,
min: 0.0,
max: 1.0,
step: 0.01,
},
maskSize: {
label: i18n.ts._imageEffector._fxProps.zoomLinesMaskSize,
type: 'number',
default: 0.5,
min: 0.0,
max: 1.0,
step: 0.01,
},
black: {
label: i18n.ts._imageEffector._fxProps.zoomLinesBlack,
type: 'boolean',
default: false,
},
},
} satisfies ImageEffectorUiDefinition<typeof fn>;