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44 lines
1.5 KiB
GLSL
44 lines
1.5 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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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 int u_amount;
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uniform float u_shiftStrengths[128];
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uniform vec2 u_shiftOrigins[128];
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uniform vec2 u_shiftSizes[128];
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uniform float u_channelShift;
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out vec4 out_color;
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void main() {
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// TODO: ピクセル毎に計算する必要はないのでuniformにする
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float aspect_ratio = min(in_resolution.x, in_resolution.y) / max(in_resolution.x, in_resolution.y);
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float aspect_ratio_x = in_resolution.x > in_resolution.y ? 1.0 : aspect_ratio;
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float aspect_ratio_y = in_resolution.x < in_resolution.y ? 1.0 : aspect_ratio;
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float v = 0.0;
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for (int i = 0; i < u_amount; i++) {
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if (
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in_uv.x * aspect_ratio_x > ((u_shiftOrigins[i].x * aspect_ratio_x) - u_shiftSizes[i].x) &&
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in_uv.x * aspect_ratio_x < ((u_shiftOrigins[i].x * aspect_ratio_x) + u_shiftSizes[i].x) &&
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in_uv.y * aspect_ratio_y > ((u_shiftOrigins[i].y * aspect_ratio_y) - u_shiftSizes[i].y) &&
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in_uv.y * aspect_ratio_y < ((u_shiftOrigins[i].y * aspect_ratio_y) + u_shiftSizes[i].y)
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) {
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v += u_shiftStrengths[i];
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}
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}
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float r = texture(in_texture, vec2(in_uv.x + (v * (1.0 + u_channelShift)), in_uv.y)).r;
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float g = texture(in_texture, vec2(in_uv.x + v, in_uv.y)).g;
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float b = texture(in_texture, vec2(in_uv.x + (v * (1.0 + (u_channelShift / 2.0))), in_uv.y)).b;
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float a = texture(in_texture, vec2(in_uv.x + v, in_uv.y)).a;
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out_color = vec4(r, g, b, a);
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}
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