diff --git a/CHANGELOG.md b/CHANGELOG.md index fd64126227..48cd121042 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -13,6 +13,7 @@ - Feat: 動画を圧縮してアップロードできるようになりました - Enhance: チャットの日本語名称がダイレクトメッセージに戻るとともに、ベータ版機能ではなくなりました - Enhance: 画像編集にマスクエフェクト(塗りつぶし、ぼかし、モザイク)を追加 +- Enhance: 画像編集の集中線エフェクトを強化 - Enhance: ウォーターマークにアカウントのQRコードを追加できるように - Enhance: テーマをドラッグ&ドロップできるように - Enhance: 絵文字ピッカーのサイズをより大きくできるように diff --git a/packages/frontend/src/utility/image-effector/fxs/zoomLines.ts b/packages/frontend/src/utility/image-effector/fxs/zoomLines.ts index 2e16ebea3b..4ea28658dd 100644 --- a/packages/frontend/src/utility/image-effector/fxs/zoomLines.ts +++ b/packages/frontend/src/utility/image-effector/fxs/zoomLines.ts @@ -4,11 +4,14 @@ */ import { defineImageEffectorFx } from '../ImageEffector.js'; +import { GLSL_LIB_SNOISE } from '@/utility/webgl.js'; import { i18n } from '@/i18n.js'; const shader = `#version 300 es precision mediump float; +${GLSL_LIB_SNOISE} + in vec2 in_uv; uniform sampler2D in_texture; uniform vec2 in_resolution; @@ -22,10 +25,22 @@ out vec4 out_color; void main() { vec4 in_color = texture(in_texture, in_uv); - float angle = atan(-u_pos.y + (in_uv.y), -u_pos.x + (in_uv.x)); - float t = (1.0 + sin(angle * u_frequency)) / 2.0; + 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; - float d = distance(in_uv * vec2(2.0, 2.0), u_pos * vec2(2.0, 2.0)); + + // 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), @@ -61,9 +76,9 @@ export const FX_zoomLines = defineImageEffectorFx({ frequency: { label: i18n.ts._imageEffector._fxProps.frequency, type: 'number', - default: 30.0, - min: 1.0, - max: 200.0, + default: 5.0, + min: 0.0, + max: 15.0, step: 0.1, }, smoothing: { @@ -75,7 +90,7 @@ export const FX_zoomLines = defineImageEffectorFx({ threshold: { label: i18n.ts._imageEffector._fxProps.zoomLinesThreshold, type: 'number', - default: 0.2, + default: 0.5, min: 0.0, max: 1.0, step: 0.01, @@ -95,8 +110,8 @@ export const FX_zoomLines = defineImageEffectorFx({ }, }, main: ({ gl, u, params }) => { - gl.uniform2f(u.pos, (1.0 + params.x) / 2.0, (1.0 + params.y) / 2.0); - gl.uniform1f(u.frequency, params.frequency); + gl.uniform2f(u.pos, params.x / 2, params.y / 2); + gl.uniform1f(u.frequency, params.frequency * params.frequency); // thresholdの調整が有効な間はsmoothingが利用できない gl.uniform1i(u.thresholdEnabled, params.smoothing ? 0 : 1); gl.uniform1f(u.threshold, params.threshold); diff --git a/packages/frontend/src/utility/webgl.ts b/packages/frontend/src/utility/webgl.ts index ae595b605c..dee2103ecf 100644 --- a/packages/frontend/src/utility/webgl.ts +++ b/packages/frontend/src/utility/webgl.ts @@ -38,3 +38,91 @@ export function initShaderProgram(gl: WebGL2RenderingContext, vsSource: string, return shaderProgram; } + +export const GLSL_LIB_SNOISE = ` +// Description : Array and textureless GLSL 2D/3D/4D simplex +// noise functions. +// Author : Ian McEwan, Ashima Arts. +// Maintainer : stegu +// Lastmod : 20201014 (stegu) +// License : Copyright (C) 2011 Ashima Arts. All rights reserved. +// Distributed under the MIT License. See LICENSE file. +// https://github.com/ashima/webgl-noise +// https://github.com/stegu/webgl-noise + +vec3 mod289(vec3 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; +} + +vec4 mod289(vec4 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; +} + +vec4 permute(vec4 x) { + return mod289(((x * 34.0) + 10.0) * x); +} + +vec4 taylorInvSqrt(vec4 r) { + return 1.79284291400159 - 0.85373472095314 * r; +} + +float snoise(vec3 v) { + const vec2 C = vec2(1.0/6.0, 1.0/3.0); + const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); + + vec3 i = floor(v + dot(v, C.yyy)); + vec3 x0 = v - i + dot(i, C.xxx); + + vec3 g = step(x0.yzx, x0.xyz); + vec3 l = 1.0 - g; + vec3 i1 = min(g.xyz, l.zxy); + vec3 i2 = max(g.xyz, l.zxy); + + vec3 x1 = x0 - i1 + C.xxx; + vec3 x2 = x0 - i2 + C.yyy; + vec3 x3 = x0 - D.yyy; + + i = mod289(i); + vec4 p = permute(permute(permute( + i.z + vec4(0.0, i1.z, i2.z, 1.0)) + + i.y + vec4(0.0, i1.y, i2.y, 1.0)) + + i.x + vec4(0.0, i1.x, i2.x, 1.0)); + + float n_ = 0.142857142857; + vec3 ns = n_ * D.wyz - D.xzx; + + vec4 j = p - 49.0 * floor(p * ns.z * ns.z); + + vec4 x_ = floor(j * ns.z); + vec4 y_ = floor(j - 7.0 * x_); + + vec4 x = x_ * ns.x + ns.yyyy; + vec4 y = y_ * ns.x + ns.yyyy; + vec4 h = 1.0 - abs(x) - abs(y); + + vec4 b0 = vec4(x.xy, y.xy); + vec4 b1 = vec4(x.zw, y.zw); + + vec4 s0 = floor(b0) * 2.0 + 1.0; + vec4 s1 = floor(b1) * 2.0 + 1.0; + vec4 sh = -step(h, vec4(0.0)); + + vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; + vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww; + + vec3 p0 = vec3(a0.xy, h.x); + vec3 p1 = vec3(a0.zw, h.y); + vec3 p2 = vec3(a1.xy, h.z); + vec3 p3 = vec3(a1.zw, h.w); + + vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); + p0 *= norm.x; + p1 *= norm.y; + p2 *= norm.z; + p3 *= norm.w; + + vec4 m = max(0.5 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); + m = m * m; + return 105.0 * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3))); +} +`;