forked from mirrors/misskey
feat(frontend): 画像編集機能 (#16121)
* wip * wip * wip * wip * Update watermarker.ts * wip * wip * Update watermarker.ts * Update MkUploaderDialog.vue * wip * Update ImageEffector.ts * Update ImageEffector.ts * wip * wip * wip * wip * wip * wip * Update MkRange.vue * Update MkRange.vue * wip * wip * Update MkImageEffectorDialog.vue * Update MkImageEffectorDialog.Layer.vue * wip * Update zoomLines.ts * Update zoomLines.ts * wip * wip * Update ImageEffector.ts * wip * Update ImageEffector.ts * wip * Update ImageEffector.ts * swip * wip * Update ImageEffector.ts * wop * Update MkUploaderDialog.vue * Update ImageEffector.ts * wip * wip * wip * Update def.ts * Update def.ts * test * test * Update manager.ts * Update manager.ts * Update manager.ts * Update manager.ts * Update MkImageEffectorDialog.vue * wip * use WEBGL_lose_context * wip * Update MkUploaderDialog.vue * Update drive.vue * wip * Update MkUploaderDialog.vue * wip * wip * wip * wip * wip * wip * wip * wip * wip * wip * wip * wip * wip
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71
packages/frontend/src/utility/image-effector/fxs/distort.ts
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71
packages/frontend/src/utility/image-effector/fxs/distort.ts
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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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import { defineImageEffectorFx } from '../ImageEffector.js';
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import { i18n } from '@/i18n.js';
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const shader = `#version 300 es
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precision mediump float;
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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 float u_phase;
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uniform float u_frequency;
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uniform float u_strength;
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uniform int u_direction; // 0: vertical, 1: horizontal
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out vec4 out_color;
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void main() {
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float v = u_direction == 0 ?
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sin(u_phase + in_uv.y * u_frequency) * u_strength :
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sin(u_phase + in_uv.x * u_frequency) * u_strength;
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vec4 in_color = u_direction == 0 ?
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texture(in_texture, vec2(in_uv.x + v, in_uv.y)) :
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texture(in_texture, vec2(in_uv.x, in_uv.y + v));
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out_color = in_color;
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}
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`;
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export const FX_distort = defineImageEffectorFx({
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id: 'distort' as const,
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name: i18n.ts._imageEffector._fxs.distort,
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shader,
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uniforms: ['phase', 'frequency', 'strength', 'direction'] as const,
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params: {
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direction: {
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type: 'number:enum' as const,
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enum: [{ value: 0, label: 'v' }, { value: 1, label: 'h' }],
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default: 0,
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},
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phase: {
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type: 'number' as const,
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default: 50.0,
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min: 0.0,
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max: 100,
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step: 0.01,
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},
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frequency: {
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type: 'number' as const,
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default: 50,
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min: 0,
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max: 100,
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step: 0.1,
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},
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strength: {
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type: 'number' as const,
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default: 0.1,
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min: 0,
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max: 1,
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step: 0.01,
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},
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},
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main: ({ gl, u, params }) => {
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gl.uniform1f(u.phase, params.phase / 10);
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gl.uniform1f(u.frequency, params.frequency);
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gl.uniform1f(u.strength, params.strength);
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gl.uniform1i(u.direction, params.direction);
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},
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});
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