This commit is contained in:
syuilo 2025-09-16 17:14:46 +09:00
parent b231da7c7c
commit 01aa95aaf9
4 changed files with 134 additions and 0 deletions

8
locales/index.d.ts vendored
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@ -12378,6 +12378,10 @@ export interface Locale extends ILocale {
*
*/
"tearing": string;
/**
* ()
*/
"fillSquare": string;
};
"_fxProps": {
/**
@ -12392,6 +12396,10 @@ export interface Locale extends ILocale {
*
*/
"size": string;
/**
*
*/
"offset": string;
/**
*
*/

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@ -3314,11 +3314,13 @@ _imageEffector:
checker: "チェッカー"
blockNoise: "ブロックノイズ"
tearing: "ティアリング"
fillSquare: "塗りつぶし(四角)"
_fxProps:
angle: "角度"
scale: "サイズ"
size: "サイズ"
offset: "位置"
color: "色"
opacity: "不透明度"
normalize: "正規化"

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@ -18,6 +18,7 @@ import { FX_stripe } from './fxs/stripe.js';
import { FX_threshold } from './fxs/threshold.js';
import { FX_zoomLines } from './fxs/zoomLines.js';
import { FX_blockNoise } from './fxs/blockNoise.js';
import { FX_fillSquare } from './fxs/fillSquare.js';
import type { ImageEffectorFx } from './ImageEffector.js';
export const FXS = [
@ -36,4 +37,5 @@ export const FXS = [
FX_chromaticAberration,
FX_tearing,
FX_blockNoise,
FX_fillSquare,
] as const satisfies ImageEffectorFx<string, any>[];

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@ -0,0 +1,122 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
import { i18n } from '@/i18n.js';
const shader = `#version 300 es
precision mediump float;
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 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 = 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;
}
`;
export const FX_fillSquare = defineImageEffectorFx({
id: 'fillSquare',
name: i18n.ts._imageEffector._fxs.fillSquare,
shader,
uniforms: ['offset', 'scale', 'angle', 'color', 'opacity'] as const,
params: {
offsetX: {
label: i18n.ts._imageEffector._fxProps.offset + ' X',
type: 'number',
default: 0.0,
min: -1.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
offsetY: {
label: i18n.ts._imageEffector._fxProps.offset + ' Y',
type: 'number',
default: 0.0,
min: -1.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
scaleX: {
label: i18n.ts._imageEffector._fxProps.scale + ' X',
type: 'number',
default: 0.5,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
scaleY: {
label: i18n.ts._imageEffector._fxProps.scale + ' Y',
type: 'number',
default: 0.5,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
angle: {
label: i18n.ts._imageEffector._fxProps.angle,
type: 'number',
default: 0,
min: -1.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 90) + '°',
},
color: {
label: i18n.ts._imageEffector._fxProps.color,
type: 'color',
default: [1, 1, 1],
},
opacity: {
label: i18n.ts._imageEffector._fxProps.opacity,
type: 'number',
default: 1.0,
min: 0.0,
max: 1.0,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
},
main: ({ gl, u, params }) => {
gl.uniform2f(u.offset, params.offsetX / 2, params.offsetY / 2);
gl.uniform2f(u.scale, params.scaleX / 2, params.scaleY / 2);
gl.uniform1f(u.angle, params.angle / 2);
gl.uniform3f(u.color, params.color[0], params.color[1], params.color[2]);
gl.uniform1f(u.opacity, params.opacity);
},
});