#version 300 es precision mediump float; /* * SPDX-FileCopyrightText: syuilo and misskey-project * SPDX-License-Identifier: AGPL-3.0-only */ // エイリアスを解決してくれないので、プロジェクトルートからの絶対パスにする必要がある #include /src/shaders/snoise; in vec2 in_uv; uniform sampler2D in_texture; uniform vec2 in_resolution; uniform vec2 u_pos; uniform float u_frequency; uniform bool u_thresholdEnabled; uniform float u_threshold; uniform float u_maskSize; uniform bool u_black; out vec4 out_color; void main() { vec4 in_color = texture(in_texture, in_uv); vec2 centeredUv = (in_uv - vec2(0.5, 0.5)); vec2 uv = centeredUv; float seed = 1.0; float time = 0.0; vec2 noiseUV = (uv - u_pos) / distance((uv - u_pos), vec2(0.0)); float noiseX = (noiseUV.x + seed) * u_frequency; float noiseY = (noiseUV.y + seed) * u_frequency; float noise = (1.0 + snoise(vec3(noiseX, noiseY, time))) / 2.0; float t = noise; if (u_thresholdEnabled) t = t < u_threshold ? 1.0 : 0.0; // TODO: マスクの形自体も揺らぎを与える float d = distance(uv * vec2(2.0, 2.0), u_pos * vec2(2.0, 2.0)); float mask = d < u_maskSize ? 0.0 : ((d - u_maskSize) * (1.0 + (u_maskSize * 2.0))); out_color = vec4( mix(in_color.r, u_black ? 0.0 : 1.0, t * mask), mix(in_color.g, u_black ? 0.0 : 1.0, t * mask), mix(in_color.b, u_black ? 0.0 : 1.0, t * mask), in_color.a ); }