#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; void main() { if (u_strength <= 0.0) { out_color = texture(in_texture, in_uv); return; } 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; } if (!isInside) { out_color = texture(in_texture, in_uv); return; } float baseResolution = (in_resolution.x + in_resolution.y) * 0.5; float dx = (u_strength * baseResolution) / max(in_resolution.x, 1.0); float dy = (u_strength * baseResolution) / max(in_resolution.y, 1.0); vec2 centerUv = vec2(0.5, 0.5) + u_offset; vec2 new_uv = vec2( (dx * (floor((in_uv.x - centerUv.x - (dx / 2.0)) / dx) + 0.5)), (dy * (floor((in_uv.y - centerUv.y - (dy / 2.0)) / dy) + 0.5)) ) + vec2(centerUv.x + (dx / 2.0), centerUv.y + (dy / 2.0)); vec4 result = vec4(0.0); float totalSamples = 0.0; vec2 halfStep = vec2(dx, dy) * 0.25; result += texture(in_texture, new_uv + vec2(-halfStep.x, -halfStep.y)); result += texture(in_texture, new_uv + vec2(halfStep.x, -halfStep.y)); result += texture(in_texture, new_uv + vec2(-halfStep.x, halfStep.y)); result += texture(in_texture, new_uv + vec2(halfStep.x, halfStep.y)); totalSamples += 4.0; out_color = totalSamples > 0.0 ? result / totalSamples : texture(in_texture, in_uv); }