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https://github.com/misskey-dev/misskey.git
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51 lines
1.4 KiB
GLSL
51 lines
1.4 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 vec3 u_color;
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uniform float u_opacity;
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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) - 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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out_color = isInside ? vec4(
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mix(in_color.r, u_color.r, u_opacity),
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mix(in_color.g, u_color.g, u_opacity),
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mix(in_color.b, u_color.b, u_opacity),
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in_color.a
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) : in_color;
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}
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