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#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
);
}
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