#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); }