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mirror of https://github.com/misskey-dev/misskey.git synced 2026-06-10 11:54:04 +02:00

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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@@ -3,18 +3,12 @@
* SPDX-License-Identifier: AGPL-3.0-only
*/
import QRCodeStyling from 'qr-code-styling';
import { url, host } from '@@/js/config.js';
import { getProxiedImageUrl } from '../media-proxy.js';
import { initShaderProgram } from '../webgl.js';
import { ensureSignin } from '@/i.js';
import { FXS } from './fxs.js';
import type { ImageCompositorFunction, ImageCompositorLayer } from '@/lib/ImageCompositor.js';
import { ImageCompositor } from '@/lib/ImageCompositor.js';
export type ImageEffectorRGB = [r: number, g: number, b: number];
type ParamTypeToPrimitive = {
[K in ImageEffectorFxParamDef['type']]: (ImageEffectorFxParamDef & { type: K })['default'];
};
interface CommonParamDef {
type: string;
label?: string;
@@ -60,479 +54,77 @@ interface SeedParamDef extends CommonParamDef {
default: number;
};
interface TextureParamDef extends CommonParamDef {
type: 'texture';
default: {
type: 'text'; text: string | null;
} | {
type: 'url'; url: string | null;
} | {
type: 'qr'; data: string | null;
} | null;
};
interface ColorParamDef extends CommonParamDef {
type: 'color';
default: ImageEffectorRGB;
};
type ImageEffectorFxParamDef = NumberParamDef | NumberEnumParamDef | BooleanParamDef | AlignParamDef | SeedParamDef | TextureParamDef | ColorParamDef;
type ImageEffectorFxParamDef = NumberParamDef | NumberEnumParamDef | BooleanParamDef | AlignParamDef | SeedParamDef | ColorParamDef;
export type ImageEffectorFxParamDefs = Record<string, ImageEffectorFxParamDef>;
export type GetParamType<T extends ImageEffectorFxParamDef> =
T extends NumberEnumParamDef
? T['enum'][number]['value']
: ParamTypeToPrimitive[T['type']];
export type ParamsRecordTypeToDefRecord<PS extends ImageEffectorFxParamDefs> = {
[K in keyof PS]: GetParamType<PS[K]>;
};
export function defineImageEffectorFx<ID extends string, PS extends ImageEffectorFxParamDefs, US extends string[]>(fx: ImageEffectorFx<ID, PS, US>) {
return fx;
}
export type ImageEffectorFx<ID extends string = string, PS extends ImageEffectorFxParamDefs = ImageEffectorFxParamDefs, US extends string[] = string[]> = {
id: ID;
name: string;
shader: string;
uniforms: US;
params: PS,
main: (ctx: {
gl: WebGL2RenderingContext;
program: WebGLProgram;
params: ParamsRecordTypeToDefRecord<PS>;
u: Record<US[number], WebGLUniformLocation>;
width: number;
height: number;
textures: Record<string, {
texture: WebGLTexture;
width: number;
height: number;
} | null>;
}) => void;
};
export type ImageEffectorLayer = {
id: string;
fxId: string;
params: Record<string, any>;
[K in keyof typeof FXS]: {
id: string;
fxId: K;
params: Parameters<(typeof FXS)[K]['fn']['main']>[0]['params'];
};
}[keyof typeof FXS];
export type ImageEffectorUiDefinition<Fn extends ImageCompositorFunction<any> = ImageCompositorFunction> = {
name: string;
params: Fn extends ImageCompositorFunction<infer P> ? {
[K in keyof P]: ImageEffectorFxParamDef;
} : never;
};
function getValue<T extends keyof ParamTypeToPrimitive>(params: Record<string, any>, k: string): ParamTypeToPrimitive[T] {
return params[k];
}
type ImageEffectorImageCompositor = ImageCompositor<{
[K in keyof typeof FXS]: typeof FXS[K]['fn'];
}>;
export class ImageEffector<IEX extends ReadonlyArray<ImageEffectorFx<any, any, any>>> {
private gl: WebGL2RenderingContext;
export class ImageEffector {
private canvas: HTMLCanvasElement | null = null;
private renderWidth: number;
private renderHeight: number;
private originalImage: ImageData | ImageBitmap | HTMLImageElement | HTMLCanvasElement;
private layers: ImageEffectorLayer[] = [];
private originalImageTexture: WebGLTexture;
private shaderCache: Map<string, WebGLProgram> = new Map();
private perLayerResultTextures: Map<string, WebGLTexture> = new Map();
private perLayerResultFrameBuffers: Map<string, WebGLFramebuffer> = new Map();
private nopProgram: WebGLProgram;
private fxs: [...IEX];
private paramTextures: Map<string, { texture: WebGLTexture; width: number; height: number; }> = new Map();
private compositor: ImageEffectorImageCompositor;
constructor(options: {
canvas: HTMLCanvasElement;
renderWidth: number;
renderHeight: number;
image: ImageData | ImageBitmap | HTMLImageElement | HTMLCanvasElement;
fxs: [...IEX];
image: ImageData | ImageBitmap | HTMLImageElement | HTMLCanvasElement | null;
}) {
this.canvas = options.canvas;
this.renderWidth = options.renderWidth;
this.renderHeight = options.renderHeight;
this.originalImage = options.image;
this.fxs = options.fxs;
this.canvas.width = this.renderWidth;
this.canvas.height = this.renderHeight;
const gl = this.canvas.getContext('webgl2', {
preserveDrawingBuffer: false,
alpha: true,
premultipliedAlpha: false,
this.compositor = new ImageCompositor({
canvas: this.canvas,
renderWidth: options.renderWidth,
renderHeight: options.renderHeight,
image: options.image,
functions: Object.fromEntries(Object.entries(FXS).map(([fxId, fx]) => [fxId, fx.fn])),
});
if (gl == null) {
throw new Error('Failed to initialize WebGL2 context');
}
this.gl = gl;
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
const VERTICES = new Float32Array([-1, -1, -1, 1, 1, 1, -1, -1, 1, 1, 1, -1]);
const vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, VERTICES, gl.STATIC_DRAW);
this.originalImageTexture = createTexture(gl);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.originalImageTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.originalImage.width, this.originalImage.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, this.originalImage);
gl.bindTexture(gl.TEXTURE_2D, null);
this.nopProgram = initShaderProgram(this.gl, `#version 300 es
in vec2 position;
out vec2 in_uv;
void main() {
in_uv = (position + 1.0) / 2.0;
gl_Position = vec4(position * vec2(1.0, -1.0), 0.0, 1.0);
}
`, `#version 300 es
precision mediump float;
in vec2 in_uv;
uniform sampler2D u_texture;
out vec4 out_color;
void main() {
out_color = texture(u_texture, in_uv);
}
`);
// レジスタ番号はシェーダープログラムに属しているわけではなく、独立の存在なので、とりあえず nopProgram を使って設定する(その後は効果が持続する)
// ref. https://qiita.com/emadurandal/items/5966c8374f03d4de3266
const positionLocation = gl.getAttribLocation(this.nopProgram, 'position');
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(positionLocation);
}
private renderLayer(layer: ImageEffectorLayer, preTexture: WebGLTexture, invert = false) {
const gl = this.gl;
const fx = this.fxs.find(fx => fx.id === layer.fxId);
if (fx == null) return;
const cachedShader = this.shaderCache.get(fx.id);
const shaderProgram = cachedShader ?? initShaderProgram(this.gl, `#version 300 es
in vec2 position;
uniform bool u_invert;
out vec2 in_uv;
void main() {
in_uv = (position + 1.0) / 2.0;
gl_Position = u_invert ? vec4(position * vec2(1.0, -1.0), 0.0, 1.0) : vec4(position, 0.0, 1.0);
}
`, fx.shader);
if (cachedShader == null) {
this.shaderCache.set(fx.id, shaderProgram);
}
gl.useProgram(shaderProgram);
const in_resolution = gl.getUniformLocation(shaderProgram, 'in_resolution');
gl.uniform2fv(in_resolution, [this.renderWidth, this.renderHeight]);
const u_invert = gl.getUniformLocation(shaderProgram, 'u_invert');
gl.uniform1i(u_invert, invert ? 1 : 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, preTexture);
const in_texture = gl.getUniformLocation(shaderProgram, 'in_texture');
gl.uniform1i(in_texture, 0);
fx.main({
gl: gl,
program: shaderProgram,
params: Object.fromEntries(
Object.entries(fx.params as ImageEffectorFxParamDefs).map(([key, param]) => {
return [key, layer.params[key] ?? param.default];
}),
),
u: Object.fromEntries(fx.uniforms.map(u => [u, gl.getUniformLocation(shaderProgram, 'u_' + u)!])),
width: this.renderWidth,
height: this.renderHeight,
textures: Object.fromEntries(
Object.entries(fx.params as ImageEffectorFxParamDefs).map(([k, v]) => {
if (v.type !== 'texture') return [k, null];
const param = getValue<typeof v.type>(layer.params, k);
if (param == null) return [k, null];
const texture = this.paramTextures.get(this.getTextureKeyForParam(param)) ?? null;
return [k, texture];
})),
});
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
public render() {
const gl = this.gl;
// 入力をそのまま出力
if (this.layers.length === 0) {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.originalImageTexture);
gl.useProgram(this.nopProgram);
gl.uniform1i(gl.getUniformLocation(this.nopProgram, 'u_texture')!, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
return;
}
let preTexture = this.originalImageTexture;
for (const layer of this.layers) {
const isLast = layer === this.layers.at(-1);
const cachedResultTexture = this.perLayerResultTextures.get(layer.id);
const resultTexture = cachedResultTexture ?? createTexture(gl);
if (cachedResultTexture == null) {
this.perLayerResultTextures.set(layer.id, resultTexture);
}
gl.bindTexture(gl.TEXTURE_2D, resultTexture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.renderWidth, this.renderHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindTexture(gl.TEXTURE_2D, null);
if (isLast) {
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
} else {
const cachedResultFrameBuffer = this.perLayerResultFrameBuffers.get(layer.id);
const resultFrameBuffer = cachedResultFrameBuffer ?? gl.createFramebuffer()!;
if (cachedResultFrameBuffer == null) {
this.perLayerResultFrameBuffers.set(layer.id, resultFrameBuffer);
}
gl.bindFramebuffer(gl.FRAMEBUFFER, resultFrameBuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, resultTexture, 0);
}
this.renderLayer(layer, preTexture, isLast);
preTexture = resultTexture;
}
}
public async setLayers(layers: ImageEffectorLayer[]) {
this.layers = layers;
const unused = new Set(this.paramTextures.keys());
public async render(layers: ImageEffectorLayer[]) {
const compositorLayers: Parameters<ImageCompositor<any>['render']>[0] = [];
for (const layer of layers) {
const fx = this.fxs.find(fx => fx.id === layer.fxId);
if (fx == null) continue;
for (const k of Object.keys(layer.params)) {
const paramDef = fx.params[k];
if (paramDef == null) continue;
if (paramDef.type !== 'texture') continue;
const v = getValue<typeof paramDef.type>(layer.params, k);
if (v == null) continue;
const textureKey = this.getTextureKeyForParam(v);
unused.delete(textureKey);
if (this.paramTextures.has(textureKey)) continue;
if (_DEV_) console.log(`Baking texture of <${textureKey}>...`);
const texture =
v.type === 'text' ? await createTextureFromText(this.gl, v.text) :
v.type === 'url' ? await createTextureFromUrl(this.gl, v.url) :
v.type === 'qr' ? await createTextureFromQr(this.gl, { data: v.data }) :
null;
if (texture == null) continue;
this.paramTextures.set(textureKey, texture);
}
compositorLayers.push({
id: layer.id,
functionId: layer.fxId,
params: layer.params,
});
}
for (const k of unused) {
if (_DEV_) console.log(`Dispose unused texture <${k}>...`);
this.gl.deleteTexture(this.paramTextures.get(k)!.texture);
this.paramTextures.delete(k);
}
this.render();
this.compositor.render(compositorLayers as Parameters<ImageEffectorImageCompositor['render']>[0]);
}
public changeResolution(width: number, height: number) {
this.renderWidth = width;
this.renderHeight = height;
if (this.canvas) {
this.canvas.width = this.renderWidth;
this.canvas.height = this.renderHeight;
}
this.gl.viewport(0, 0, this.renderWidth, this.renderHeight);
}
private getTextureKeyForParam(v: ParamTypeToPrimitive['texture']) {
if (v == null) return '';
return (
v.type === 'text' ? `text:${v.text}` :
v.type === 'url' ? `url:${v.url}` :
v.type === 'qr' ? `qr:${v.data}` :
''
);
this.compositor.changeResolution(width, height);
}
/*
* disposeCanvas = true だとloseContextを呼ぶため、コンストラクタで渡されたcanvasも再利用不可になるので注意
*/
public destroy(disposeCanvas = true) {
this.gl.deleteProgram(this.nopProgram);
for (const shader of this.shaderCache.values()) {
this.gl.deleteProgram(shader);
}
this.shaderCache.clear();
for (const texture of this.perLayerResultTextures.values()) {
this.gl.deleteTexture(texture);
}
this.perLayerResultTextures.clear();
for (const framebuffer of this.perLayerResultFrameBuffers.values()) {
this.gl.deleteFramebuffer(framebuffer);
}
this.perLayerResultFrameBuffers.clear();
for (const texture of this.paramTextures.values()) {
this.gl.deleteTexture(texture.texture);
}
this.paramTextures.clear();
this.gl.deleteTexture(this.originalImageTexture);
if (disposeCanvas) {
const loseContextExt = this.gl.getExtension('WEBGL_lose_context');
if (loseContextExt) loseContextExt.loseContext();
}
this.compositor.destroy(disposeCanvas);
}
}
function createTexture(gl: WebGL2RenderingContext): WebGLTexture {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.bindTexture(gl.TEXTURE_2D, null);
return texture;
}
async function createTextureFromUrl(gl: WebGL2RenderingContext, imageUrl: string | null): Promise<{ texture: WebGLTexture, width: number, height: number } | null> {
if (imageUrl == null || imageUrl.trim() === '') return null;
const image = await new Promise<HTMLImageElement>((resolve, reject) => {
const img = new Image();
img.onload = () => resolve(img);
img.onerror = reject;
img.src = getProxiedImageUrl(imageUrl); // CORS対策
}).catch(() => null);
if (image == null) return null;
const texture = createTexture(gl);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, image.width, image.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.bindTexture(gl.TEXTURE_2D, null);
return {
texture,
width: image.width,
height: image.height,
};
}
async function createTextureFromText(gl: WebGL2RenderingContext, text: string | null, resolution = 2048): Promise<{ texture: WebGLTexture, width: number, height: number } | null> {
if (text == null || text.trim() === '') return null;
const ctx = window.document.createElement('canvas').getContext('2d')!;
ctx.canvas.width = resolution;
ctx.canvas.height = resolution / 4;
const fontSize = resolution / 32;
const margin = fontSize / 2;
ctx.shadowColor = '#000000';
ctx.shadowBlur = fontSize / 4;
//ctx.fillStyle = '#00ff00';
//ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.fillStyle = '#ffffff';
ctx.font = `bold ${fontSize}px sans-serif`;
ctx.textBaseline = 'middle';
ctx.fillText(text, margin, ctx.canvas.height / 2);
const textMetrics = ctx.measureText(text);
const cropWidth = (Math.ceil(textMetrics.actualBoundingBoxRight + textMetrics.actualBoundingBoxLeft) + margin + margin);
const cropHeight = (Math.ceil(textMetrics.actualBoundingBoxAscent + textMetrics.actualBoundingBoxDescent) + margin + margin);
const data = ctx.getImageData(0, (ctx.canvas.height / 2) - (cropHeight / 2), ctx.canvas.width, ctx.canvas.height);
const texture = createTexture(gl);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, cropWidth, cropHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
gl.bindTexture(gl.TEXTURE_2D, null);
const info = {
texture: texture,
width: cropWidth,
height: cropHeight,
};
ctx.canvas.remove();
return info;
}
async function createTextureFromQr(gl: WebGL2RenderingContext, options: { data: string | null }, resolution = 512): Promise<{ texture: WebGLTexture, width: number, height: number } | null> {
const $i = ensureSignin();
const qrCodeInstance = new QRCodeStyling({
width: resolution,
height: resolution,
margin: 42,
type: 'canvas',
data: options.data == null || options.data === '' ? `${url}/users/${$i.id}` : options.data,
image: $i.avatarUrl,
qrOptions: {
typeNumber: 0,
mode: 'Byte',
errorCorrectionLevel: 'H',
},
imageOptions: {
hideBackgroundDots: true,
imageSize: 0.3,
margin: 16,
crossOrigin: 'anonymous',
},
dotsOptions: {
type: 'dots',
},
cornersDotOptions: {
type: 'dot',
},
cornersSquareOptions: {
type: 'extra-rounded',
},
});
const blob = await qrCodeInstance.getRawData('png') as Blob | null;
if (blob == null) return null;
const image = await window.createImageBitmap(blob);
const texture = createTexture(gl);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, resolution, resolution, 0, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.bindTexture(gl.TEXTURE_2D, null);
return {
texture,
width: resolution,
height: resolution,
};
}

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@@ -3,43 +3,47 @@
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { FX_checker } from './fxs/checker.js';
import { FX_chromaticAberration } from './fxs/chromaticAberration.js';
import { FX_colorAdjust } from './fxs/colorAdjust.js';
import { FX_colorClamp } from './fxs/colorClamp.js';
import { FX_colorClampAdvanced } from './fxs/colorClampAdvanced.js';
import { FX_distort } from './fxs/distort.js';
import { FX_polkadot } from './fxs/polkadot.js';
import { FX_tearing } from './fxs/tearing.js';
import { FX_grayscale } from './fxs/grayscale.js';
import { FX_invert } from './fxs/invert.js';
import { FX_mirror } from './fxs/mirror.js';
import { FX_stripe } from './fxs/stripe.js';
import { FX_threshold } from './fxs/threshold.js';
import { FX_zoomLines } from './fxs/zoomLines.js';
import { FX_blockNoise } from './fxs/blockNoise.js';
import { FX_fill } from './fxs/fill.js';
import { FX_blur } from './fxs/blur.js';
import { FX_pixelate } from './fxs/pixelate.js';
import type { ImageEffectorFx } from './ImageEffector.js';
import * as checker from '../image-compositor-functions/checker.js';
import * as chromaticAberration from '../image-compositor-functions/chromaticAberration.js';
import * as colorAdjust from '../image-compositor-functions/colorAdjust.js';
import * as colorClamp from '../image-compositor-functions/colorClamp.js';
import * as colorClampAdvanced from '../image-compositor-functions/colorClampAdvanced.js';
import * as distort from '../image-compositor-functions/distort.js';
import * as polkadot from '../image-compositor-functions/polkadot.js';
import * as tearing from '../image-compositor-functions/tearing.js';
import * as grayscale from '../image-compositor-functions/grayscale.js';
import * as invert from '../image-compositor-functions/invert.js';
import * as mirror from '../image-compositor-functions/mirror.js';
import * as stripe from '../image-compositor-functions/stripe.js';
import * as threshold from '../image-compositor-functions/threshold.js';
import * as zoomLines from '../image-compositor-functions/zoomLines.js';
import * as blockNoise from '../image-compositor-functions/blockNoise.js';
import * as fill from '../image-compositor-functions/fill.js';
import * as blur from '../image-compositor-functions/blur.js';
import * as pixelate from '../image-compositor-functions/pixelate.js';
import type { ImageCompositorFunction } from '@/lib/ImageCompositor.js';
import type { ImageEffectorUiDefinition } from './ImageEffector.js';
export const FXS = [
FX_mirror,
FX_invert,
FX_grayscale,
FX_colorAdjust,
FX_colorClamp,
FX_colorClampAdvanced,
FX_distort,
FX_threshold,
FX_zoomLines,
FX_stripe,
FX_polkadot,
FX_checker,
FX_chromaticAberration,
FX_tearing,
FX_blockNoise,
FX_fill,
FX_blur,
FX_pixelate,
] as const satisfies ImageEffectorFx<string, any>[];
export const FXS = {
checker,
chromaticAberration,
colorAdjust,
colorClamp,
colorClampAdvanced,
distort,
polkadot,
tearing,
grayscale,
invert,
mirror,
stripe,
threshold,
zoomLines,
blockNoise,
fill,
blur,
pixelate,
} as const satisfies Record<string, {
readonly fn: ImageCompositorFunction<any>;
readonly uiDefinition: ImageEffectorUiDefinition<any>;
}>;

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@@ -1,43 +0,0 @@
#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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@@ -1,86 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import seedrandom from 'seedrandom';
import shader from './blockNoise.glsl';
import { defineImageEffectorFx } from '../ImageEffector.js';
import { i18n } from '@/i18n.js';
export const FX_blockNoise = defineImageEffectorFx({
id: 'blockNoise',
name: i18n.ts._imageEffector._fxs.glitch + ': ' + i18n.ts._imageEffector._fxs.blockNoise,
shader,
uniforms: ['amount', 'channelShift'] as const,
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,
},
},
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);
}
},
});

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@@ -1,78 +0,0 @@
#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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@@ -1,83 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
import shader from './blur.glsl';
import { i18n } from '@/i18n.js';
export const FX_blur = defineImageEffectorFx({
id: 'blur',
name: i18n.ts._imageEffector._fxs.blur,
shader,
uniforms: ['offset', 'scale', 'ellipse', 'angle', 'radius', 'samples'] as const,
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,
},
},
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);
},
});

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@@ -1,43 +0,0 @@
#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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@@ -1,54 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
import shader from './checker.glsl';
import { i18n } from '@/i18n.js';
export const FX_checker = defineImageEffectorFx({
id: 'checker',
name: i18n.ts._imageEffector._fxs.checker,
shader,
uniforms: ['angle', 'scale', 'color', 'opacity'] as const,
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) + '%',
},
},
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);
},
});

View File

@@ -1,49 +0,0 @@
#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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@@ -1,34 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
import shader from './chromaticAberration.glsl';
import { i18n } from '@/i18n.js';
export const FX_chromaticAberration = defineImageEffectorFx({
id: 'chromaticAberration',
name: i18n.ts._imageEffector._fxs.chromaticAberration,
shader,
uniforms: ['amount', 'start', 'normalize'] as const,
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,
},
},
main: ({ gl, u, params }) => {
gl.uniform1f(u.amount, params.amount);
gl.uniform1i(u.normalize, params.normalize ? 1 : 0);
},
});

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@@ -1,82 +0,0 @@
#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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@@ -1,69 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
import shader from './colorAdjust.glsl';
import { i18n } from '@/i18n.js';
export const FX_colorAdjust = defineImageEffectorFx({
id: 'colorAdjust',
name: i18n.ts._imageEffector._fxs.colorAdjust,
shader,
uniforms: ['lightness', 'contrast', 'hue', 'brightness', 'saturation'] as const,
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) + '%',
},
},
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);
},
});

View File

@@ -1,29 +0,0 @@
#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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@@ -1,43 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
import shader from './colorClamp.glsl';
import { i18n } from '@/i18n.js';
export const FX_colorClamp = defineImageEffectorFx({
id: 'colorClamp',
name: i18n.ts._imageEffector._fxs.colorClamp,
shader,
uniforms: ['rMax', 'rMin', 'gMax', 'gMin', 'bMax', 'bMin'] as const,
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) + '%',
},
},
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);
},
});

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@@ -1,79 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
import shader from './colorClamp.glsl';
import { i18n } from '@/i18n.js';
export const FX_colorClampAdvanced = defineImageEffectorFx({
id: 'colorClampAdvanced',
name: i18n.ts._imageEffector._fxs.colorClampAdvanced,
shader,
uniforms: ['rMax', 'rMin', 'gMax', 'gMin', 'bMax', 'bMin'] as const,
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) + '%',
},
},
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);
},
});

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@@ -1,30 +0,0 @@
#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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@@ -1,58 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
import shader from './distort.glsl';
import { i18n } from '@/i18n.js';
export const FX_distort = defineImageEffectorFx({
id: 'distort',
name: i18n.ts._imageEffector._fxs.distort,
shader,
uniforms: ['phase', 'frequency', 'strength', 'direction'] as const,
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) + '%',
},
},
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);
},
});

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@@ -1,50 +0,0 @@
#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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@@ -1,89 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
import shader from './fill.glsl';
import { i18n } from '@/i18n.js';
export const FX_fill = defineImageEffectorFx({
id: 'fill',
name: i18n.ts._imageEffector._fxs.fill,
shader,
uniforms: ['offset', 'scale', 'ellipse', 'angle', 'color', 'opacity'] as const,
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) + '%',
},
},
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);
},
});

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@@ -1,22 +0,0 @@
#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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@@ -1,19 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
import shader from './grayscale.glsl';
import { i18n } from '@/i18n.js';
export const FX_grayscale = defineImageEffectorFx({
id: 'grayscale',
name: i18n.ts._imageEffector._fxs.grayscale,
shader,
uniforms: [] as const,
params: {
},
main: ({ gl, params }) => {
},
});

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@@ -1,23 +0,0 @@
#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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@@ -1,37 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
import shader from './invert.glsl';
import { i18n } from '@/i18n.js';
export const FX_invert = defineImageEffectorFx({
id: 'invert',
name: i18n.ts._imageEffector._fxs.invert,
shader,
uniforms: ['r', 'g', 'b'] as const,
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,
},
},
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);
},
});

View File

@@ -1,26 +0,0 @@
#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);
}

View File

@@ -1,41 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
import shader from './mirror.glsl';
import { i18n } from '@/i18n.js';
export const FX_mirror = defineImageEffectorFx({
id: 'mirror',
name: i18n.ts._imageEffector._fxs.mirror,
shader,
uniforms: ['h', 'v'] as const,
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,
},
},
main: ({ gl, u, params }) => {
gl.uniform1i(u.h, params.h);
gl.uniform1i(u.v, params.v);
},
});

View File

@@ -1,68 +0,0 @@
#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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@@ -1,83 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
import shader from './pixelate.glsl';
import { i18n } from '@/i18n.js';
export const FX_pixelate = defineImageEffectorFx({
id: 'pixelate',
name: i18n.ts._imageEffector._fxs.pixelate,
shader,
uniforms: ['offset', 'scale', 'ellipse', 'angle', 'strength', 'samples'] as const,
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,
},
},
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);
},
});

View File

@@ -1,75 +0,0 @@
#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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@@ -1,92 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
import shader from './polkadot.glsl';
import { i18n } from '@/i18n.js';
// Primarily used for watermark
export const FX_polkadot = defineImageEffectorFx({
id: 'polkadot',
name: i18n.ts._imageEffector._fxs.polkadot,
shader,
uniforms: ['angle', 'scale', 'major_radius', 'major_opacity', 'minor_divisions', 'minor_radius', 'minor_opacity', 'color'] as const,
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],
},
},
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);
},
});

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@@ -1,45 +0,0 @@
#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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@@ -1,66 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
import shader from './stripe.glsl';
import { i18n } from '@/i18n.js';
// Primarily used for watermark
export const FX_stripe = defineImageEffectorFx({
id: 'stripe',
name: i18n.ts._imageEffector._fxs.stripe,
shader,
uniforms: ['angle', 'frequency', 'phase', 'threshold', 'color', 'opacity'] as const,
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) + '%',
},
},
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);
},
});

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@@ -1,33 +0,0 @@
#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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@@ -1,75 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import seedrandom from 'seedrandom';
import shader from './tearing.glsl';
import { defineImageEffectorFx } from '../ImageEffector.js';
import { i18n } from '@/i18n.js';
export const FX_tearing = defineImageEffectorFx({
id: 'tearing',
name: i18n.ts._imageEffector._fxs.glitch + ': ' + i18n.ts._imageEffector._fxs.tearing,
shader,
uniforms: ['amount', 'channelShift'] as const,
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,
},
},
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);
}
},
});

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@@ -1,23 +0,0 @@
#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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@@ -1,46 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
import shader from './threshold.glsl';
import { i18n } from '@/i18n.js';
export const FX_threshold = defineImageEffectorFx({
id: 'threshold',
name: i18n.ts._imageEffector._fxs.threshold,
shader,
uniforms: ['r', 'g', 'b'] as const,
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,
},
},
main: ({ gl, u, params }) => {
gl.uniform1f(u.r, params.r);
gl.uniform1f(u.g, params.g);
gl.uniform1f(u.b, params.b);
},
});

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@@ -1,147 +0,0 @@
#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
const float PI = 3.141592653589793;
in vec2 in_uv; // 0..1
uniform sampler2D in_texture; // 背景
uniform vec2 in_resolution; // 出力解像度(px)
uniform sampler2D u_watermark; // ウォーターマーク
uniform vec2 u_wmResolution; // ウォーターマーク元解像度(px)
uniform float u_opacity; // 0..1
uniform float u_scale; // watermarkのスケール
uniform float u_angle; // -1..1 (PI倍)
uniform bool u_cover; // cover基準 or fit基準
uniform bool u_repeat; // タイル敷き詰め
uniform int u_alignX; // 0:left 1:center 2:right
uniform int u_alignY; // 0:top 1:center 2:bottom
uniform float u_margin; // 余白(比率)
uniform float u_repeatMargin; // 敷き詰め時の余白(比率)
uniform bool u_noBBoxExpansion; // 回転時のBounding Box拡張を抑止
uniform bool u_wmEnabled; // watermark有効
out vec4 out_color;
mat2 rot(float a) {
float c = cos(a), s = sin(a);
return mat2(c, -s, s, c);
}
// cover/fitとscaleから、最終的なサイズ(px)を計算
vec2 computeWmSize(vec2 outSize, vec2 wmSize, bool cover, float scale) {
float wmAspect = wmSize.x / wmSize.y;
float outAspect = outSize.x / outSize.y;
vec2 size;
if (cover) {
if (wmAspect >= outAspect) {
size.y = outSize.y * scale;
size.x = size.y * wmAspect;
} else {
size.x = outSize.x * scale;
size.y = size.x / wmAspect;
}
} else {
if (wmAspect >= outAspect) {
size.x = outSize.x * scale;
size.y = size.x / wmAspect;
} else {
size.y = outSize.y * scale;
size.x = size.y * wmAspect;
}
}
return size;
}
void main() {
vec2 outSize = in_resolution;
vec2 p = in_uv * outSize; // 出力のピクセル座標
vec4 base = texture(in_texture, in_uv);
if (!u_wmEnabled) {
out_color = base;
return;
}
float theta = u_angle * PI; // ラジアン
vec2 wmSize = computeWmSize(outSize, u_wmResolution, u_cover, u_scale);
vec2 margin = u_repeat ? wmSize * u_repeatMargin : outSize * u_margin;
// アライメントに基づく回転中心を計算
float rotateX = 0.0;
float rotateY = 0.0;
if (abs(theta) > 1e-6 && !u_noBBoxExpansion) {
rotateX = abs(abs(wmSize.x * cos(theta)) + abs(wmSize.y * sin(theta)) - wmSize.x) * 0.5;
rotateY = abs(abs(wmSize.x * sin(theta)) + abs(wmSize.y * cos(theta)) - wmSize.y) * 0.5;
}
float x;
if (u_alignX == 1) {
x = (outSize.x - wmSize.x) * 0.5;
} else if (u_alignX == 0) {
x = rotateX + margin.x;
} else {
x = outSize.x - wmSize.x - margin.x - rotateX;
}
float y;
if (u_alignY == 1) {
y = (outSize.y - wmSize.y) * 0.5;
} else if (u_alignY == 0) {
y = rotateY + margin.y;
} else {
y = outSize.y - wmSize.y - margin.y - rotateY;
}
vec2 rectMin = vec2(x, y);
vec2 rectMax = rectMin + wmSize;
vec2 rectCenter = (rectMin + rectMax) * 0.5;
vec4 wmCol = vec4(0.0);
if (u_repeat) {
// アライメントに基づく中心で回転
vec2 q = rectCenter + rot(theta) * (p - rectCenter);
// タイルグリッドの原点をrectMinアライメント位置に設定
vec2 gridOrigin = rectMin - margin;
vec2 qFromOrigin = q - gridOrigin;
// タイルサイズ(ウォーターマーク + マージン)で正規化
vec2 tile = wmSize + margin * 2.0;
vec2 tileUv = qFromOrigin / tile;
// タイル内のローカル座標(0..1)を取得
vec2 localUv = fract(tileUv);
// ローカル座標をピクセル単位に変換
vec2 localPos = localUv * tile;
// マージン領域内かチェック
bool inMargin = any(lessThan(localPos, margin)) || any(greaterThanEqual(localPos, margin + wmSize));
if (!inMargin) {
// ウォーターマーク領域内: UV座標を計算
vec2 uvWm = (localPos - margin) / wmSize;
wmCol = texture(u_watermark, uvWm);
}
// マージン領域の場合は透明(wmCol = vec4(0.0))のまま
} else {
// アライメントと回転に従い一枚だけ描画
vec2 q = rectCenter + rot(theta) * (p - rectCenter);
bool inside = all(greaterThanEqual(q, rectMin)) && all(lessThan(q, rectMax));
if (inside) {
vec2 uvWm = (q - rectMin) / wmSize;
wmCol = texture(u_watermark, uvWm);
}
}
float a = clamp(wmCol.a * u_opacity, 0.0, 1.0);
out_color = mix(base, vec4(wmCol.rgb, 1.0), a);
}

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@@ -1,94 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
import shader from './watermarkPlacement.glsl';
export const FX_watermarkPlacement = defineImageEffectorFx({
id: 'watermarkPlacement',
name: '(internal)',
shader,
uniforms: ['opacity', 'scale', 'angle', 'cover', 'repeat', 'alignX', 'alignY', 'margin', 'repeatMargin', 'noBBoxExpansion', 'wmResolution', 'wmEnabled', 'watermark'] as const,
params: {
cover: {
type: 'boolean',
default: false,
},
repeat: {
type: 'boolean',
default: false,
},
scale: {
type: 'number',
default: 0.3,
min: 0.0,
max: 1.0,
step: 0.01,
},
angle: {
type: 'number',
default: 0,
min: -1.0,
max: 1.0,
step: 0.01,
},
align: {
type: 'align',
default: { x: 'right', y: 'bottom', margin: 0 },
},
opacity: {
type: 'number',
default: 0.75,
min: 0.0,
max: 1.0,
step: 0.01,
},
noBoundingBoxExpansion: {
type: 'boolean',
default: false,
},
watermark: {
type: 'texture',
default: null,
},
},
main: ({ gl, u, params, textures }) => {
// 基本パラメータ
gl.uniform1f(u.opacity, params.opacity ?? 1.0);
gl.uniform1f(u.scale, params.scale ?? 0.3);
gl.uniform1f(u.angle, params.angle ?? 0.0);
gl.uniform1i(u.cover, params.cover ? 1 : 0);
gl.uniform1i(u.repeat, params.repeat ? 1 : 0);
const ax = params.align?.x === 'left' ? 0 : params.align?.x === 'center' ? 1 : 2;
const ay = params.align?.y === 'top' ? 0 : params.align?.y === 'center' ? 1 : 2;
gl.uniform1i(u.alignX, ax);
gl.uniform1i(u.alignY, ay);
gl.uniform1f(u.margin, (params.align?.margin ?? 0));
gl.uniform1f(u.repeatMargin, (params.align?.margin ?? 0));
gl.uniform1i(u.noBBoxExpansion, params.noBoundingBoxExpansion ? 1 : 0);
// ウォーターマークテクスチャ
const wm = textures.watermark;
if (wm) {
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, wm.texture);
// リピートモードに応じてWRAP属性を設定
if (params.repeat) {
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
} else {
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
gl.uniform1i(u.watermark, 1);
gl.uniform2f(u.wmResolution, wm.width, wm.height);
gl.uniform1i(u.wmEnabled, 1);
} else {
gl.uniform1i(u.wmEnabled, 0);
}
},
});

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@@ -1,48 +0,0 @@
#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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@@ -1,77 +0,0 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
import shader from './zoomLines.glsl';
import { i18n } from '@/i18n.js';
export const FX_zoomLines = defineImageEffectorFx({
id: 'zoomLines',
name: i18n.ts._imageEffector._fxs.zoomLines,
shader,
uniforms: ['pos', 'frequency', 'thresholdEnabled', 'threshold', 'maskSize', 'black'] as const,
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,
},
},
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);
},
});