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#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);
vec2 centeredUv = in_uv - vec2(0.5, 0.5) - u_offset;
vec2 rotatedUV = vec2(
centeredUv.x * cos(angle) - centeredUv.y * sin(angle),
centeredUv.x * sin(angle) + centeredUv.y * cos(angle)
) + 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;
}
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