mirror of
https://github.com/misskey-dev/misskey.git
synced 2026-05-14 16:56:00 +02:00
73 lines
2.0 KiB
GLSL
73 lines
2.0 KiB
GLSL
#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;
|
|
|
|
const float goldenAngle = 2.39996323;
|
|
const int sampleCount = 256;
|
|
const float sampleCountF = float(sampleCount);
|
|
|
|
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;
|
|
out vec4 out_color;
|
|
|
|
float rand(vec2 value) {
|
|
return fract(sin(dot(value, vec2(12.9898, 78.233))) * 43758.5453);
|
|
}
|
|
|
|
void main() {
|
|
float angle = -(u_angle * PI);
|
|
float aspect = in_resolution.x / max(in_resolution.y, 1.0);
|
|
vec2 centeredUv = in_uv - vec2(0.5, 0.5) - u_offset;
|
|
vec2 scaledUv = vec2(centeredUv.x * aspect, centeredUv.y);
|
|
vec2 rotatedScaledUv = vec2(
|
|
scaledUv.x * cos(angle) - scaledUv.y * sin(angle),
|
|
scaledUv.x * sin(angle) + scaledUv.y * cos(angle)
|
|
);
|
|
vec2 rotatedUV = vec2(rotatedScaledUv.x / aspect, rotatedScaledUv.y) + 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;
|
|
float jitter = rand(in_uv);
|
|
|
|
// Sample in a circular pattern to avoid axis-aligned artifacts
|
|
for (int i = 0; i < sampleCount; i++) {
|
|
float fi = float(i);
|
|
float radius = sqrt((fi + 0.5) / sampleCountF);
|
|
float theta = (fi + jitter) * goldenAngle;
|
|
vec2 direction = vec2(cos(theta), sin(theta));
|
|
vec2 offset = direction * (u_radius * radius);
|
|
float weight = exp(-radius * radius * 4.0);
|
|
result += texture(in_texture, in_uv + offset) * weight;
|
|
totalSamples += weight;
|
|
}
|
|
|
|
out_color = result / totalSamples;
|
|
}
|