mirror of
https://github.com/misskey-dev/misskey.git
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148 lines
4.4 KiB
GLSL
148 lines
4.4 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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in vec2 in_uv; // 0..1
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uniform sampler2D in_texture; // 背景
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uniform vec2 in_resolution; // 出力解像度(px)
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uniform sampler2D u_watermark; // ウォーターマーク
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uniform vec2 u_wmResolution; // ウォーターマーク元解像度(px)
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uniform float u_opacity; // 0..1
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uniform float u_scale; // watermarkのスケール
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uniform float u_angle; // -1..1 (PI倍)
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uniform bool u_cover; // cover基準 or fit基準
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uniform bool u_repeat; // タイル敷き詰め
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uniform int u_alignX; // 0:left 1:center 2:right
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uniform int u_alignY; // 0:top 1:center 2:bottom
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uniform float u_margin; // 余白(比率)
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uniform float u_repeatMargin; // 敷き詰め時の余白(比率)
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uniform bool u_noBBoxExpansion; // 回転時のBounding Box拡張を抑止
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uniform bool u_wmEnabled; // watermark有効
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out vec4 out_color;
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mat2 rot(float a) {
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float c = cos(a), s = sin(a);
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return mat2(c, -s, s, c);
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}
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// cover/fitとscaleから、最終的なサイズ(px)を計算
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vec2 computeWmSize(vec2 outSize, vec2 wmSize, bool cover, float scale) {
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float wmAspect = wmSize.x / wmSize.y;
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float outAspect = outSize.x / outSize.y;
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vec2 size;
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if (cover) {
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if (wmAspect >= outAspect) {
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size.y = outSize.y * scale;
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size.x = size.y * wmAspect;
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} else {
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size.x = outSize.x * scale;
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size.y = size.x / wmAspect;
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}
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} else {
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if (wmAspect >= outAspect) {
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size.x = outSize.x * scale;
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size.y = size.x / wmAspect;
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} else {
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size.y = outSize.y * scale;
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size.x = size.y * wmAspect;
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}
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}
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return size;
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}
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void main() {
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vec2 outSize = in_resolution;
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vec2 p = in_uv * outSize; // 出力のピクセル座標
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vec4 base = texture(in_texture, in_uv);
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if (!u_wmEnabled) {
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out_color = base;
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return;
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}
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float theta = u_angle * PI; // ラジアン
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vec2 wmSize = computeWmSize(outSize, u_wmResolution, u_cover, u_scale);
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vec2 margin = u_repeat ? wmSize * u_repeatMargin : outSize * u_margin;
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// アライメントに基づく回転中心を計算
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float rotateX = 0.0;
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float rotateY = 0.0;
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if (abs(theta) > 1e-6 && !u_noBBoxExpansion) {
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rotateX = abs(abs(wmSize.x * cos(theta)) + abs(wmSize.y * sin(theta)) - wmSize.x) * 0.5;
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rotateY = abs(abs(wmSize.x * sin(theta)) + abs(wmSize.y * cos(theta)) - wmSize.y) * 0.5;
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}
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float x;
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if (u_alignX == 1) {
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x = (outSize.x - wmSize.x) * 0.5;
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} else if (u_alignX == 0) {
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x = rotateX + margin.x;
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} else {
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x = outSize.x - wmSize.x - margin.x - rotateX;
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}
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float y;
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if (u_alignY == 1) {
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y = (outSize.y - wmSize.y) * 0.5;
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} else if (u_alignY == 0) {
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y = rotateY + margin.y;
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} else {
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y = outSize.y - wmSize.y - margin.y - rotateY;
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}
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vec2 rectMin = vec2(x, y);
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vec2 rectMax = rectMin + wmSize;
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vec2 rectCenter = (rectMin + rectMax) * 0.5;
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vec4 wmCol = vec4(0.0);
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if (u_repeat) {
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// アライメントに基づく中心で回転
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vec2 q = rectCenter + rot(theta) * (p - rectCenter);
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// タイルグリッドの原点をrectMin(アライメント位置)に設定
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vec2 gridOrigin = rectMin - margin;
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vec2 qFromOrigin = q - gridOrigin;
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// タイルサイズ(ウォーターマーク + マージン)で正規化
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vec2 tile = wmSize + margin * 2.0;
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vec2 tileUv = qFromOrigin / tile;
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// タイル内のローカル座標(0..1)を取得
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vec2 localUv = fract(tileUv);
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// ローカル座標をピクセル単位に変換
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vec2 localPos = localUv * tile;
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// マージン領域内かチェック
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bool inMargin = any(lessThan(localPos, margin)) || any(greaterThanEqual(localPos, margin + wmSize));
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if (!inMargin) {
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// ウォーターマーク領域内: UV座標を計算
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vec2 uvWm = (localPos - margin) / wmSize;
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wmCol = texture(u_watermark, uvWm);
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}
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// マージン領域の場合は透明(wmCol = vec4(0.0))のまま
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} else {
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// アライメントと回転に従い一枚だけ描画
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vec2 q = rectCenter + rot(theta) * (p - rectCenter);
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bool inside = all(greaterThanEqual(q, rectMin)) && all(lessThan(q, rectMax));
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if (inside) {
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vec2 uvWm = (q - rectMin) / wmSize;
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wmCol = texture(u_watermark, uvWm);
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}
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}
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float a = clamp(wmCol.a * u_opacity, 0.0, 1.0);
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out_color = mix(base, vec4(wmCol.rgb, 1.0), a);
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}
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