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* Create ImageCompositor.ts
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* Update MkImageEffectorDialog.vue
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69 lines
1.8 KiB
GLSL
69 lines
1.8 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 vec2 u_offset;
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uniform vec2 u_scale;
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uniform bool u_ellipse;
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uniform float u_angle;
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uniform int u_samples;
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uniform float u_strength;
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out vec4 out_color;
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// TODO: pixelateの中心を画像中心ではなく範囲の中心にする
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// 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
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void main() {
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if (u_strength <= 0.0) {
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out_color = texture(in_texture, in_uv);
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return;
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}
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float angle = -(u_angle * PI);
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vec2 centeredUv = in_uv - vec2(0.5, 0.5) - u_offset;
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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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) + u_offset;
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bool isInside = false;
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if (u_ellipse) {
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vec2 norm = (rotatedUV - u_offset) / u_scale;
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isInside = dot(norm, norm) <= 1.0;
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} else {
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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;
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}
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if (!isInside) {
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out_color = texture(in_texture, in_uv);
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return;
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}
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float dx = u_strength / 1.0;
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float dy = u_strength / 1.0;
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vec2 new_uv = vec2(
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(dx * (floor((in_uv.x - 0.5 - (dx / 2.0)) / dx) + 0.5)),
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(dy * (floor((in_uv.y - 0.5 - (dy / 2.0)) / dy) + 0.5))
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) + vec2(0.5 + (dx / 2.0), 0.5 + (dy / 2.0));
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vec4 result = vec4(0.0);
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float totalSamples = 0.0;
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// TODO: より多くのサンプリング
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result += texture(in_texture, new_uv);
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totalSamples += 1.0;
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out_color = totalSamples > 0.0 ? result / totalSamples : texture(in_texture, in_uv);
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}
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