blob: 4de3f27397c39b7240e938e24348e0a6cf1592ad (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
|
#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;
// TODO: pixelateの中心を画像中心ではなく範囲の中心にする
// TODO: 画像のアスペクト比に関わらず各画素は正方形にする
void main() {
if (u_strength <= 0.0) {
out_color = texture(in_texture, in_uv);
return;
}
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;
}
if (!isInside) {
out_color = texture(in_texture, in_uv);
return;
}
float dx = u_strength / 1.0;
float dy = u_strength / 1.0;
vec2 new_uv = vec2(
(dx * (floor((in_uv.x - 0.5 - (dx / 2.0)) / dx) + 0.5)),
(dy * (floor((in_uv.y - 0.5 - (dy / 2.0)) / dy) + 0.5))
) + vec2(0.5 + (dx / 2.0), 0.5 + (dy / 2.0));
vec4 result = vec4(0.0);
float totalSamples = 0.0;
// TODO: より多くのサンプリング
result += texture(in_texture, new_uv);
totalSamples += 1.0;
out_color = totalSamples > 0.0 ? result / totalSamples : texture(in_texture, in_uv);
}
|