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 | 68 |
1 files changed, 68 insertions, 0 deletions
diff --git a/packages/frontend/src/utility/image-compositor-functions/pixelate.glsl b/packages/frontend/src/utility/image-compositor-functions/pixelate.glsl new file mode 100644 index 0000000000..4de3f27397 --- /dev/null +++ b/packages/frontend/src/utility/image-compositor-functions/pixelate.glsl @@ -0,0 +1,68 @@ +#version 300 es +precision mediump float; + +/* + * SPDX-FileCopyrightText: syuilo and misskey-project + * SPDX-License-Identifier: AGPL-3.0-only + */ + +const float PI = 3.141592653589793; +const float TWO_PI = 6.283185307179586; +const float HALF_PI = 1.5707963267948966; + +in vec2 in_uv; +uniform sampler2D in_texture; +uniform vec2 in_resolution; +uniform vec2 u_offset; +uniform vec2 u_scale; +uniform bool u_ellipse; +uniform float u_angle; +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) { + out_color = texture(in_texture, in_uv); + return; + } + + float angle = -(u_angle * PI); + 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; + + bool isInside = false; + if (u_ellipse) { + vec2 norm = (rotatedUV - u_offset) / u_scale; + isInside = dot(norm, norm) <= 1.0; + } else { + isInside = rotatedUV.x > u_offset.x - u_scale.x && rotatedUV.x < u_offset.x + u_scale.x && rotatedUV.y > u_offset.y - u_scale.y && rotatedUV.y < u_offset.y + u_scale.y; + } + + if (!isInside) { + out_color = texture(in_texture, in_uv); + return; + } + + float dx = u_strength / 1.0; + float dy = u_strength / 1.0; + 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)); + + 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; + + out_color = totalSamples > 0.0 ? result / totalSamples : texture(in_texture, in_uv); +} |