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76 lines
2.5 KiB
GLSL
76 lines
2.5 KiB
GLSL
#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_scale;
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uniform float u_major_radius;
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uniform float u_major_opacity;
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uniform float u_minor_divisions;
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uniform float u_minor_radius;
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uniform float u_minor_opacity;
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uniform vec3 u_color;
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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 major_modX = mod(rotatedUV.x, (1.0 / u_scale));
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float major_modY = mod(rotatedUV.y, (1.0 / u_scale));
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float major_threshold = ((u_major_radius / 2.0) / u_scale);
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if (
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length(vec2(major_modX, major_modY)) < major_threshold ||
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length(vec2((1.0 / u_scale) - major_modX, major_modY)) < major_threshold ||
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length(vec2(major_modX, (1.0 / u_scale) - major_modY)) < major_threshold ||
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length(vec2((1.0 / u_scale) - major_modX, (1.0 / u_scale) - major_modY)) < major_threshold
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) {
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out_color = vec4(
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mix(in_color.r, u_color.r, u_major_opacity),
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mix(in_color.g, u_color.g, u_major_opacity),
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mix(in_color.b, u_color.b, u_major_opacity),
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in_color.a
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);
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return;
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}
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float minor_modX = mod(rotatedUV.x, (1.0 / u_scale / u_minor_divisions));
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float minor_modY = mod(rotatedUV.y, (1.0 / u_scale / u_minor_divisions));
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float minor_threshold = ((u_minor_radius / 2.0) / (u_minor_divisions * u_scale));
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if (
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length(vec2(minor_modX, minor_modY)) < minor_threshold ||
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length(vec2((1.0 / u_scale / u_minor_divisions) - minor_modX, minor_modY)) < minor_threshold ||
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length(vec2(minor_modX, (1.0 / u_scale / u_minor_divisions) - minor_modY)) < minor_threshold ||
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length(vec2((1.0 / u_scale / u_minor_divisions) - minor_modX, (1.0 / u_scale / u_minor_divisions) - minor_modY)) < minor_threshold
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) {
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out_color = vec4(
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mix(in_color.r, u_color.r, u_minor_opacity),
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mix(in_color.g, u_color.g, u_minor_opacity),
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mix(in_color.b, u_color.b, u_minor_opacity),
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in_color.a
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);
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return;
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}
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out_color = in_color;
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}
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