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enhance(frontend): glslを単独のファイルに分離 (#16665)
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45
packages/frontend/src/utility/image-effector/fxs/stripe.glsl
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45
packages/frontend/src/utility/image-effector/fxs/stripe.glsl
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#version 300 es
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precision mediump float;
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/*
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* SPDX-FileCopyrightText: syuilo and misskey-project
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* SPDX-License-Identifier: AGPL-3.0-only
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*/
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const float PI = 3.141592653589793;
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const float TWO_PI = 6.283185307179586;
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const float HALF_PI = 1.5707963267948966;
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in vec2 in_uv;
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uniform sampler2D in_texture;
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uniform vec2 in_resolution;
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uniform float u_angle;
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uniform float u_frequency;
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uniform float u_phase;
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uniform float u_threshold;
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uniform vec3 u_color;
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uniform float u_opacity;
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out vec4 out_color;
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void main() {
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vec4 in_color = texture(in_texture, in_uv);
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float x_ratio = max(in_resolution.x / in_resolution.y, 1.0);
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float y_ratio = max(in_resolution.y / in_resolution.x, 1.0);
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float angle = -(u_angle * PI);
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vec2 centeredUv = (in_uv - vec2(0.5, 0.5)) * vec2(x_ratio, y_ratio);
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vec2 rotatedUV = vec2(
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centeredUv.x * cos(angle) - centeredUv.y * sin(angle),
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centeredUv.x * sin(angle) + centeredUv.y * cos(angle)
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);
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float phase = u_phase * TWO_PI;
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float value = (1.0 + sin((rotatedUV.x * u_frequency - HALF_PI) + phase)) / 2.0;
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value = value < u_threshold ? 1.0 : 0.0;
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out_color = vec4(
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mix(in_color.r, u_color.r, value * u_opacity),
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mix(in_color.g, u_color.g, value * u_opacity),
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mix(in_color.b, u_color.b, value * u_opacity),
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in_color.a
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);
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}
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