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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);
	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;
}