#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 float u_angle; uniform float u_frequency; uniform float u_phase; uniform float u_threshold; 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); vec2 centeredUv = (in_uv - vec2(0.5, 0.5)) * vec2(x_ratio, y_ratio); vec2 rotatedUV = vec2( centeredUv.x * cos(angle) - centeredUv.y * sin(angle), centeredUv.x * sin(angle) + centeredUv.y * cos(angle) ); float phase = u_phase * TWO_PI; float value = (1.0 + sin((rotatedUV.x * u_frequency - HALF_PI) + phase)) / 2.0; value = value < u_threshold ? 1.0 : 0.0; out_color = vec4( mix(in_color.r, u_color.r, value * u_opacity), mix(in_color.g, u_color.g, value * u_opacity), mix(in_color.b, u_color.b, value * u_opacity), in_color.a ); }