diff options
Diffstat (limited to 'packages/frontend/src/utility/image-effector/fxs/blockNoise.glsl')
| -rw-r--r-- | packages/frontend/src/utility/image-effector/fxs/blockNoise.glsl | 43 |
1 files changed, 0 insertions, 43 deletions
diff --git a/packages/frontend/src/utility/image-effector/fxs/blockNoise.glsl b/packages/frontend/src/utility/image-effector/fxs/blockNoise.glsl deleted file mode 100644 index 84c4ecbed4..0000000000 --- a/packages/frontend/src/utility/image-effector/fxs/blockNoise.glsl +++ /dev/null @@ -1,43 +0,0 @@ -#version 300 es -precision mediump float; - -/* - * SPDX-FileCopyrightText: syuilo and misskey-project - * SPDX-License-Identifier: AGPL-3.0-only - */ - -in vec2 in_uv; -uniform sampler2D in_texture; -uniform vec2 in_resolution; -uniform int u_amount; -uniform float u_shiftStrengths[128]; -uniform vec2 u_shiftOrigins[128]; -uniform vec2 u_shiftSizes[128]; -uniform float u_channelShift; -out vec4 out_color; - -void main() { - // TODO: ピクセル毎に計算する必要はないのでuniformにする - float aspect_ratio = min(in_resolution.x, in_resolution.y) / max(in_resolution.x, in_resolution.y); - float aspect_ratio_x = in_resolution.x > in_resolution.y ? 1.0 : aspect_ratio; - float aspect_ratio_y = in_resolution.x < in_resolution.y ? 1.0 : aspect_ratio; - - float v = 0.0; - - for (int i = 0; i < u_amount; i++) { - if ( - in_uv.x * aspect_ratio_x > ((u_shiftOrigins[i].x * aspect_ratio_x) - u_shiftSizes[i].x) && - in_uv.x * aspect_ratio_x < ((u_shiftOrigins[i].x * aspect_ratio_x) + u_shiftSizes[i].x) && - in_uv.y * aspect_ratio_y > ((u_shiftOrigins[i].y * aspect_ratio_y) - u_shiftSizes[i].y) && - in_uv.y * aspect_ratio_y < ((u_shiftOrigins[i].y * aspect_ratio_y) + u_shiftSizes[i].y) - ) { - 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); -} |