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* fix(frontend): ぼかし・塗りつぶし・モザイクの画像エフェクトを修正 * Update Changelog * fix changelog [ci skip] * fix changelog [ci skip] * tweak --------- Co-authored-by: syuilo <4439005+syuilo@users.noreply.github.com>
75 lines
2.3 KiB
GLSL
75 lines
2.3 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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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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float aspect = in_resolution.x / max(in_resolution.y, 1.0);
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vec2 centeredUv = in_uv - vec2(0.5, 0.5) - u_offset;
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vec2 scaledUv = vec2(centeredUv.x * aspect, centeredUv.y);
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vec2 rotatedScaledUv = vec2(
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scaledUv.x * cos(angle) - scaledUv.y * sin(angle),
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scaledUv.x * sin(angle) + scaledUv.y * cos(angle)
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);
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vec2 rotatedUV = vec2(rotatedScaledUv.x / aspect, rotatedScaledUv.y) + 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 baseResolution = (in_resolution.x + in_resolution.y) * 0.5;
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float dx = (u_strength * baseResolution) / max(in_resolution.x, 1.0);
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float dy = (u_strength * baseResolution) / max(in_resolution.y, 1.0);
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vec2 centerUv = vec2(0.5, 0.5) + u_offset;
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vec2 new_uv = vec2(
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(dx * (floor((in_uv.x - centerUv.x - (dx / 2.0)) / dx) + 0.5)),
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(dy * (floor((in_uv.y - centerUv.y - (dy / 2.0)) / dy) + 0.5))
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) + vec2(centerUv.x + (dx / 2.0), centerUv.y + (dy / 2.0));
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vec4 result = vec4(0.0);
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float totalSamples = 0.0;
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vec2 halfStep = vec2(dx, dy) * 0.25;
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result += texture(in_texture, new_uv + vec2(-halfStep.x, -halfStep.y));
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result += texture(in_texture, new_uv + vec2(halfStep.x, -halfStep.y));
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result += texture(in_texture, new_uv + vec2(-halfStep.x, halfStep.y));
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result += texture(in_texture, new_uv + vec2(halfStep.x, halfStep.y));
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totalSamples += 4.0;
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out_color = totalSamples > 0.0 ? result / totalSamples : texture(in_texture, in_uv);
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}
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