#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 vec3 u_color; uniform float u_opacity; out vec4 out_color; void main() { vec4 in_color = texture(in_texture, in_uv); //float x_ratio = max(in_resolution.x / in_resolution.y, 1.0); //float y_ratio = max(in_resolution.y / in_resolution.x, 1.0); 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 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) { 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; } out_color = isInside ? vec4( mix(in_color.r, u_color.r, u_opacity), mix(in_color.g, u_color.g, u_opacity), mix(in_color.b, u_color.b, u_opacity), in_color.a ) : in_color; }