enhance(frontend): improve zoomLines image effect
This commit is contained in:
parent
c5f9c0ce5c
commit
225154d76d
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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)));
|
||||
}
|
||||
`;
|
||||
|
|
Loading…
Reference in New Issue