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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96
packages/frontend/src/utility/image-effector/fxs/glitch.ts
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96
packages/frontend/src/utility/image-effector/fxs/glitch.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 seedrandom from 'seedrandom';
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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 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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`;
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export const FX_glitch = defineImageEffectorFx({
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id: 'glitch' as const,
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name: i18n.ts._imageEffector._fxs.glitch,
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shader,
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uniforms: ['amount', 'channelShift'] as const,
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params: {
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amount: {
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type: 'number' as const,
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default: 3,
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min: 1,
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max: 100,
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step: 1,
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},
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strength: {
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type: 'number' as const,
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default: 5,
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min: -100,
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max: 100,
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step: 0.01,
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},
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size: {
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type: 'number' as const,
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default: 20,
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min: 0,
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max: 100,
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step: 0.01,
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},
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channelShift: {
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type: 'number' as const,
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default: 0.5,
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min: 0,
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max: 10,
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step: 0.01,
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},
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seed: {
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type: 'seed' as const,
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default: 100,
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},
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},
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main: ({ gl, program, u, params }) => {
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gl.uniform1i(u.amount, params.amount);
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gl.uniform1f(u.channelShift, params.channelShift);
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const rnd = seedrandom(params.seed.toString());
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for (let i = 0; i < params.amount; i++) {
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const o = gl.getUniformLocation(program, `u_shiftOrigins[${i.toString()}]`);
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gl.uniform1f(o, rnd());
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const s = gl.getUniformLocation(program, `u_shiftStrengths[${i.toString()}]`);
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gl.uniform1f(s, (1 - (rnd() * 2)) * (params.strength / 100));
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const h = gl.getUniformLocation(program, `u_shiftHeights[${i.toString()}]`);
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gl.uniform1f(h, rnd() * (params.size / 100));
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}
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},
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});
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