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* wip
* wip
* Update ImageEffector.ts
* Update image-label-renderer.ts
* Update image-label-renderer.ts
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* Update image-label-renderer.ts
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* Update use-uploader.ts
* Update watermark.ts
* wip
* wu
* wip
* Update image-frame-renderer.ts
* wip
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* Update image-frame-renderer.ts
* Create ImageCompositor.ts
* Update ImageCompositor.ts
* wip
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* Update ImageEffector.ts
* wip
* Update use-uploader.ts
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* Update fxs.ts
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* Update CHANGELOG.md
* wip
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* Update MkImageEffectorDialog.vue
* Update MkImageEffectorDialog.vue
* Update MkImageFrameEditorDialog.vue
* Update use-uploader.ts
* improve error handling
* Update use-uploader.ts
* 🎨
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34 lines
960 B
GLSL
34 lines
960 B
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 float u_shiftOrigins[128];
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uniform float u_shiftHeights[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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float v = 0.0;
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for (int i = 0; i < u_amount; i++) {
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if (in_uv.y > (u_shiftOrigins[i] - u_shiftHeights[i]) && in_uv.y < (u_shiftOrigins[i] + u_shiftHeights[i])) {
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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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