/* * SPDX-FileCopyrightText: syuilo and misskey-project * SPDX-License-Identifier: AGPL-3.0-only */ import seedrandom from 'seedrandom'; import { defineImageEffectorFx } from '../ImageEffector.js'; import { i18n } from '@/i18n.js'; const shader = `#version 300 es precision mediump float; in vec2 in_uv; uniform sampler2D in_texture; uniform vec2 in_resolution; uniform int u_amount; uniform float u_shiftStrengths[128]; uniform float u_shiftOrigins[128]; uniform float u_shiftHeights[128]; uniform float u_channelShift; out vec4 out_color; void main() { float v = 0.0; for (int i = 0; i < u_amount; i++) { if (in_uv.y > (u_shiftOrigins[i] - u_shiftHeights[i]) && in_uv.y < (u_shiftOrigins[i] + u_shiftHeights[i])) { v += u_shiftStrengths[i]; } } float r = texture(in_texture, vec2(in_uv.x + (v * (1.0 + u_channelShift)), in_uv.y)).r; float g = texture(in_texture, vec2(in_uv.x + v, in_uv.y)).g; float b = texture(in_texture, vec2(in_uv.x + (v * (1.0 + (u_channelShift / 2.0))), in_uv.y)).b; float a = texture(in_texture, vec2(in_uv.x + v, in_uv.y)).a; out_color = vec4(r, g, b, a); } `; export const FX_glitch = defineImageEffectorFx({ id: 'glitch' as const, name: i18n.ts._imageEffector._fxs.glitch, shader, uniforms: ['amount', 'channelShift'] as const, params: { amount: { type: 'number' as const, default: 3, min: 1, max: 100, step: 1, }, strength: { type: 'number' as const, default: 5, min: -100, max: 100, step: 0.01, }, size: { type: 'number' as const, default: 20, min: 0, max: 100, step: 0.01, }, channelShift: { type: 'number' as const, default: 0.5, min: 0, max: 10, step: 0.01, toViewValue: v => Math.round(v * 100) + '%', }, seed: { type: 'seed' as const, default: 100, }, }, main: ({ gl, program, u, params }) => { gl.uniform1i(u.amount, params.amount); gl.uniform1f(u.channelShift, params.channelShift); const rnd = seedrandom(params.seed.toString()); for (let i = 0; i < params.amount; i++) { const o = gl.getUniformLocation(program, `u_shiftOrigins[${i.toString()}]`); gl.uniform1f(o, rnd()); const s = gl.getUniformLocation(program, `u_shiftStrengths[${i.toString()}]`); gl.uniform1f(s, (1 - (rnd() * 2)) * (params.strength / 100)); const h = gl.getUniformLocation(program, `u_shiftHeights[${i.toString()}]`); gl.uniform1f(h, rnd() * (params.size / 100)); } }, });