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-rw-r--r--packages/frontend/src/utility/image-compositor-functions/zoomLines.glsl48
1 files changed, 48 insertions, 0 deletions
diff --git a/packages/frontend/src/utility/image-compositor-functions/zoomLines.glsl b/packages/frontend/src/utility/image-compositor-functions/zoomLines.glsl
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index 0000000000..a0f11fcb5b
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+++ b/packages/frontend/src/utility/image-compositor-functions/zoomLines.glsl
@@ -0,0 +1,48 @@
+#version 300 es
+precision mediump float;
+
+/*
+ * SPDX-FileCopyrightText: syuilo and misskey-project
+ * SPDX-License-Identifier: AGPL-3.0-only
+ */
+
+// エイリアスを解決してくれないので、プロジェクトルートからの絶対パスにする必要がある
+#include /src/shaders/snoise;
+
+in vec2 in_uv;
+uniform sampler2D in_texture;
+uniform vec2 in_resolution;
+uniform vec2 u_pos;
+uniform float u_frequency;
+uniform bool u_thresholdEnabled;
+uniform float u_threshold;
+uniform float u_maskSize;
+uniform bool u_black;
+out vec4 out_color;
+
+void main() {
+ vec4 in_color = texture(in_texture, in_uv);
+ vec2 centeredUv = (in_uv - vec2(0.5, 0.5));
+ vec2 uv = centeredUv;
+
+ float seed = 1.0;
+ float time = 0.0;
+
+ vec2 noiseUV = (uv - u_pos) / distance((uv - u_pos), vec2(0.0));
+ float noiseX = (noiseUV.x + seed) * u_frequency;
+ float noiseY = (noiseUV.y + seed) * u_frequency;
+ float noise = (1.0 + snoise(vec3(noiseX, noiseY, time))) / 2.0;
+
+ float t = noise;
+ if (u_thresholdEnabled) t = t < u_threshold ? 1.0 : 0.0;
+
+ // TODO: マスクの形自体も揺らぎを与える
+ float d = distance(uv * vec2(2.0, 2.0), u_pos * vec2(2.0, 2.0));
+ float mask = d < u_maskSize ? 0.0 : ((d - u_maskSize) * (1.0 + (u_maskSize * 2.0)));
+ out_color = vec4(
+ mix(in_color.r, u_black ? 0.0 : 1.0, t * mask),
+ mix(in_color.g, u_black ? 0.0 : 1.0, t * mask),
+ mix(in_color.b, u_black ? 0.0 : 1.0, t * mask),
+ in_color.a
+ );
+}