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authorsyuilo <4439005+syuilo@users.noreply.github.com>2025-09-27 18:46:26 +0900
committersyuilo <4439005+syuilo@users.noreply.github.com>2025-09-27 18:46:26 +0900
commit225154d76de4479417c7833ebea9945ffae3d6ad (patch)
tree1ce1fafc5f60aada121d3bec76e60c82616c05b7 /packages/frontend/src/utility/webgl.ts
parentenhance(frontend): add pixelate mask effect (diff)
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enhance(frontend): improve zoomLines image effect
Diffstat (limited to 'packages/frontend/src/utility/webgl.ts')
-rw-r--r--packages/frontend/src/utility/webgl.ts88
1 files changed, 88 insertions, 0 deletions
diff --git a/packages/frontend/src/utility/webgl.ts b/packages/frontend/src/utility/webgl.ts
index ae595b605c..dee2103ecf 100644
--- a/packages/frontend/src/utility/webgl.ts
+++ b/packages/frontend/src/utility/webgl.ts
@@ -38,3 +38,91 @@ export function initShaderProgram(gl: WebGL2RenderingContext, vsSource: string,
return shaderProgram;
}
+
+export const GLSL_LIB_SNOISE = `
+// Description : Array and textureless GLSL 2D/3D/4D simplex
+// noise functions.
+// Author : Ian McEwan, Ashima Arts.
+// Maintainer : stegu
+// Lastmod : 20201014 (stegu)
+// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
+// Distributed under the MIT License. See LICENSE file.
+// https://github.com/ashima/webgl-noise
+// https://github.com/stegu/webgl-noise
+
+vec3 mod289(vec3 x) {
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+vec4 mod289(vec4 x) {
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+vec4 permute(vec4 x) {
+ return mod289(((x * 34.0) + 10.0) * x);
+}
+
+vec4 taylorInvSqrt(vec4 r) {
+ return 1.79284291400159 - 0.85373472095314 * r;
+}
+
+float snoise(vec3 v) {
+ const vec2 C = vec2(1.0/6.0, 1.0/3.0);
+ const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
+
+ vec3 i = floor(v + dot(v, C.yyy));
+ vec3 x0 = v - i + dot(i, C.xxx);
+
+ vec3 g = step(x0.yzx, x0.xyz);
+ vec3 l = 1.0 - g;
+ vec3 i1 = min(g.xyz, l.zxy);
+ vec3 i2 = max(g.xyz, l.zxy);
+
+ vec3 x1 = x0 - i1 + C.xxx;
+ vec3 x2 = x0 - i2 + C.yyy;
+ vec3 x3 = x0 - D.yyy;
+
+ i = mod289(i);
+ vec4 p = permute(permute(permute(
+ i.z + vec4(0.0, i1.z, i2.z, 1.0))
+ + i.y + vec4(0.0, i1.y, i2.y, 1.0))
+ + i.x + vec4(0.0, i1.x, i2.x, 1.0));
+
+ float n_ = 0.142857142857;
+ vec3 ns = n_ * D.wyz - D.xzx;
+
+ vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
+
+ vec4 x_ = floor(j * ns.z);
+ vec4 y_ = floor(j - 7.0 * x_);
+
+ vec4 x = x_ * ns.x + ns.yyyy;
+ vec4 y = y_ * ns.x + ns.yyyy;
+ vec4 h = 1.0 - abs(x) - abs(y);
+
+ vec4 b0 = vec4(x.xy, y.xy);
+ vec4 b1 = vec4(x.zw, y.zw);
+
+ vec4 s0 = floor(b0) * 2.0 + 1.0;
+ vec4 s1 = floor(b1) * 2.0 + 1.0;
+ vec4 sh = -step(h, vec4(0.0));
+
+ vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
+ vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
+
+ vec3 p0 = vec3(a0.xy, h.x);
+ vec3 p1 = vec3(a0.zw, h.y);
+ vec3 p2 = vec3(a1.xy, h.z);
+ vec3 p3 = vec3(a1.zw, h.w);
+
+ vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
+ p0 *= norm.x;
+ p1 *= norm.y;
+ p2 *= norm.z;
+ p3 *= norm.w;
+
+ vec4 m = max(0.5 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
+ m = m * m;
+ return 105.0 * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
+}
+`;