diff options
Diffstat (limited to 'packages/frontend/src/utility/image-compositor-functions/pixelate.glsl')
| -rw-r--r-- | packages/frontend/src/utility/image-compositor-functions/pixelate.glsl | 34 |
1 files changed, 20 insertions, 14 deletions
diff --git a/packages/frontend/src/utility/image-compositor-functions/pixelate.glsl b/packages/frontend/src/utility/image-compositor-functions/pixelate.glsl index 4de3f27397..b08a3d798f 100644 --- a/packages/frontend/src/utility/image-compositor-functions/pixelate.glsl +++ b/packages/frontend/src/utility/image-compositor-functions/pixelate.glsl @@ -21,8 +21,6 @@ uniform int u_samples; uniform float u_strength; out vec4 out_color; -// TODO: pixelateの中心を画像中心ではなく範囲の中心にする -// TODO: 画像のアスペクト比に関わらず各画素は正方形にする void main() { if (u_strength <= 0.0) { @@ -31,11 +29,14 @@ void main() { } float angle = -(u_angle * PI); + float aspect = in_resolution.x / max(in_resolution.y, 1.0); vec2 centeredUv = in_uv - vec2(0.5, 0.5) - u_offset; - vec2 rotatedUV = vec2( - centeredUv.x * cos(angle) - centeredUv.y * sin(angle), - centeredUv.x * sin(angle) + centeredUv.y * cos(angle) - ) + u_offset; + vec2 scaledUv = vec2(centeredUv.x * aspect, centeredUv.y); + vec2 rotatedScaledUv = vec2( + scaledUv.x * cos(angle) - scaledUv.y * sin(angle), + scaledUv.x * sin(angle) + scaledUv.y * cos(angle) + ); + vec2 rotatedUV = vec2(rotatedScaledUv.x / aspect, rotatedScaledUv.y) + u_offset; bool isInside = false; if (u_ellipse) { @@ -50,19 +51,24 @@ void main() { return; } - float dx = u_strength / 1.0; - float dy = u_strength / 1.0; + float baseResolution = (in_resolution.x + in_resolution.y) * 0.5; + float dx = (u_strength * baseResolution) / max(in_resolution.x, 1.0); + float dy = (u_strength * baseResolution) / max(in_resolution.y, 1.0); + vec2 centerUv = vec2(0.5, 0.5) + u_offset; vec2 new_uv = vec2( - (dx * (floor((in_uv.x - 0.5 - (dx / 2.0)) / dx) + 0.5)), - (dy * (floor((in_uv.y - 0.5 - (dy / 2.0)) / dy) + 0.5)) - ) + vec2(0.5 + (dx / 2.0), 0.5 + (dy / 2.0)); + (dx * (floor((in_uv.x - centerUv.x - (dx / 2.0)) / dx) + 0.5)), + (dy * (floor((in_uv.y - centerUv.y - (dy / 2.0)) / dy) + 0.5)) + ) + vec2(centerUv.x + (dx / 2.0), centerUv.y + (dy / 2.0)); vec4 result = vec4(0.0); float totalSamples = 0.0; - // TODO: より多くのサンプリング - result += texture(in_texture, new_uv); - totalSamples += 1.0; + vec2 halfStep = vec2(dx, dy) * 0.25; + result += texture(in_texture, new_uv + vec2(-halfStep.x, -halfStep.y)); + result += texture(in_texture, new_uv + vec2(halfStep.x, -halfStep.y)); + result += texture(in_texture, new_uv + vec2(-halfStep.x, halfStep.y)); + result += texture(in_texture, new_uv + vec2(halfStep.x, halfStep.y)); + totalSamples += 4.0; out_color = totalSamples > 0.0 ? result / totalSamples : texture(in_texture, in_uv); } |