refactor(frontend): 既存のGLSLを単独のファイルに移行 (#16677)

* refactor(frontend): 既存のGLSLを単独のファイルに移行

* fix: glslファイルを参照元ファイルと同じ場所に移動
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かっこかり 2025-10-23 11:05:21 +09:00 committed by GitHub
parent d203e1a446
commit 2e07e50bb4
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6 changed files with 194 additions and 172 deletions

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#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec2 mod289(vec2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec3 permute(vec3 x) {
return mod289(((x*34.0)+1.0)*x);
}
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy));
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod289(i);
vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
m = m*m;
m = m*m;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
in vec2 in_uv;
uniform float u_time;
uniform vec2 u_resolution;
uniform float u_spread;
uniform float u_speed;
uniform float u_warp;
uniform float u_focus;
uniform float u_itensity;
out vec4 out_color;
float circle(in vec2 _pos, in vec2 _origin, in float _radius) {
float SPREAD = 0.7 * u_spread;
float SPEED = 0.00055 * u_speed;
float WARP = 1.5 * u_warp;
float FOCUS = 1.15 * u_focus;
vec2 dist = _pos - _origin;
float distortion = snoise(vec2(
_pos.x * 1.587 * WARP + u_time * SPEED * 0.5,
_pos.y * 1.192 * WARP + u_time * SPEED * 0.3
)) * 0.5 + 0.5;
float feather = 0.01 + SPREAD * pow(distortion, FOCUS);
return 1.0 - smoothstep(
_radius - (_radius * feather),
_radius + (_radius * feather),
dot( dist, dist ) * 4.0
);
}
void main() {
vec3 green = vec3(1.0) - vec3(153.0 / 255.0, 211.0 / 255.0, 221.0 / 255.0);
vec3 purple = vec3(1.0) - vec3(195.0 / 255.0, 165.0 / 255.0, 242.0 / 255.0);
vec3 orange = vec3(1.0) - vec3(255.0 / 255.0, 156.0 / 255.0, 136.0 / 255.0);
float ratio = u_resolution.x / u_resolution.y;
vec2 uv = vec2(in_uv.x, in_uv.y / ratio) * 0.5 + 0.5;
vec3 color = vec3(0.0);
float greenMix = snoise(in_uv * 1.31 + u_time * 0.8 * 0.00017) * 0.5 + 0.5;
float purpleMix = snoise(in_uv * 1.26 + u_time * 0.8 * -0.0001) * 0.5 + 0.5;
float orangeMix = snoise(in_uv * 1.34 + u_time * 0.8 * 0.00015) * 0.5 + 0.5;
float alphaOne = 0.35 + 0.65 * pow(snoise(vec2(u_time * 0.00012, uv.x)) * 0.5 + 0.5, 1.2);
float alphaTwo = 0.35 + 0.65 * pow(snoise(vec2((u_time + 1561.0) * 0.00014, uv.x )) * 0.5 + 0.5, 1.2);
float alphaThree = 0.35 + 0.65 * pow(snoise(vec2((u_time + 3917.0) * 0.00013, uv.x )) * 0.5 + 0.5, 1.2);
color += vec3(circle(uv, vec2(0.22 + sin(u_time * 0.000201) * 0.06, 0.80 + cos(u_time * 0.000151) * 0.06), 0.15)) * alphaOne * (purple * purpleMix + orange * orangeMix);
color += vec3(circle(uv, vec2(0.90 + cos(u_time * 0.000166) * 0.06, 0.42 + sin(u_time * 0.000138) * 0.06), 0.18)) * alphaTwo * (green * greenMix + purple * purpleMix);
color += vec3(circle(uv, vec2(0.19 + sin(u_time * 0.000112) * 0.06, 0.25 + sin(u_time * 0.000192) * 0.06), 0.09)) * alphaThree * (orange * orangeMix);
color *= u_itensity + 1.0 * pow(snoise(vec2(in_uv.y + u_time * 0.00013, in_uv.x + u_time * -0.00009)) * 0.5 + 0.5, 2.0);
vec3 inverted = vec3(1.0) - color;
out_color = vec4(color, max(max(color.x, color.y), color.z));
}

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#version 300 es
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
in vec2 position;
uniform vec2 u_scale;
out vec2 in_uv;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
in_uv = position / u_scale;
}

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@ -10,6 +10,8 @@ SPDX-License-Identifier: AGPL-3.0-only
<script lang="ts" setup>
import { onMounted, onUnmounted, useTemplateRef } from 'vue';
import isChromatic from 'chromatic/isChromatic';
import vertexShaderSource from './MkAnimBg.vertex.glsl';
import fragmentShaderSource from './MkAnimBg.fragment.glsl';
import { initShaderProgram } from '@/utility/webgl.js';
const canvasEl = useTemplateRef('canvasEl');
@ -42,126 +44,7 @@ onMounted(() => {
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
const shaderProgram = initShaderProgram(gl, `#version 300 es
in vec2 position;
uniform vec2 u_scale;
out vec2 in_uv;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
in_uv = position / u_scale;
}
`, `#version 300 es
precision mediump float;
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec2 mod289(vec2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec3 permute(vec3 x) {
return mod289(((x*34.0)+1.0)*x);
}
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187,
0.366025403784439,
-0.577350269189626,
0.024390243902439);
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod289(i);
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
in vec2 in_uv;
uniform float u_time;
uniform vec2 u_resolution;
uniform float u_spread;
uniform float u_speed;
uniform float u_warp;
uniform float u_focus;
uniform float u_itensity;
out vec4 out_color;
float circle( in vec2 _pos, in vec2 _origin, in float _radius ) {
float SPREAD = 0.7 * u_spread;
float SPEED = 0.00055 * u_speed;
float WARP = 1.5 * u_warp;
float FOCUS = 1.15 * u_focus;
vec2 dist = _pos - _origin;
float distortion = snoise( vec2(
_pos.x * 1.587 * WARP + u_time * SPEED * 0.5,
_pos.y * 1.192 * WARP + u_time * SPEED * 0.3
) ) * 0.5 + 0.5;
float feather = 0.01 + SPREAD * pow( distortion, FOCUS );
return 1.0 - smoothstep(
_radius - ( _radius * feather ),
_radius + ( _radius * feather ),
dot( dist, dist ) * 4.0
);
}
void main() {
vec3 green = vec3( 1.0 ) - vec3( 153.0 / 255.0, 211.0 / 255.0, 221.0 / 255.0 );
vec3 purple = vec3( 1.0 ) - vec3( 195.0 / 255.0, 165.0 / 255.0, 242.0 / 255.0 );
vec3 orange = vec3( 1.0 ) - vec3( 255.0 / 255.0, 156.0 / 255.0, 136.0 / 255.0 );
float ratio = u_resolution.x / u_resolution.y;
vec2 uv = vec2( in_uv.x, in_uv.y / ratio ) * 0.5 + 0.5;
vec3 color = vec3( 0.0 );
float greenMix = snoise( in_uv * 1.31 + u_time * 0.8 * 0.00017 ) * 0.5 + 0.5;
float purpleMix = snoise( in_uv * 1.26 + u_time * 0.8 * -0.0001 ) * 0.5 + 0.5;
float orangeMix = snoise( in_uv * 1.34 + u_time * 0.8 * 0.00015 ) * 0.5 + 0.5;
float alphaOne = 0.35 + 0.65 * pow( snoise( vec2( u_time * 0.00012, uv.x ) ) * 0.5 + 0.5, 1.2 );
float alphaTwo = 0.35 + 0.65 * pow( snoise( vec2( ( u_time + 1561.0 ) * 0.00014, uv.x ) ) * 0.5 + 0.5, 1.2 );
float alphaThree = 0.35 + 0.65 * pow( snoise( vec2( ( u_time + 3917.0 ) * 0.00013, uv.x ) ) * 0.5 + 0.5, 1.2 );
color += vec3( circle( uv, vec2( 0.22 + sin( u_time * 0.000201 ) * 0.06, 0.80 + cos( u_time * 0.000151 ) * 0.06 ), 0.15 ) ) * alphaOne * ( purple * purpleMix + orange * orangeMix );
color += vec3( circle( uv, vec2( 0.90 + cos( u_time * 0.000166 ) * 0.06, 0.42 + sin( u_time * 0.000138 ) * 0.06 ), 0.18 ) ) * alphaTwo * ( green * greenMix + purple * purpleMix );
color += vec3( circle( uv, vec2( 0.19 + sin( u_time * 0.000112 ) * 0.06, 0.25 + sin( u_time * 0.000192 ) * 0.06 ), 0.09 ) ) * alphaThree * ( orange * orangeMix );
color *= u_itensity + 1.0 * pow( snoise( vec2( in_uv.y + u_time * 0.00013, in_uv.x + u_time * -0.00009 ) ) * 0.5 + 0.5, 2.0 );
vec3 inverted = vec3( 1.0 ) - color;
out_color = vec4(color, max(max(color.x, color.y), color.z));
}
`);
const shaderProgram = initShaderProgram(gl, vertexShaderSource, fragmentShaderSource);
if (shaderProgram == null) return;
gl.useProgram(shaderProgram);

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#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
in vec4 v_color;
in float v_rotation;
uniform sampler2D u_texture;
out vec4 out_color;
void main() {
vec2 rotated = vec2(
cos(v_rotation) * (gl_PointCoord.x - 0.5) + sin(v_rotation) * (gl_PointCoord.y - 0.5) + 0.5,
cos(v_rotation) * (gl_PointCoord.y - 0.5) - sin(v_rotation) * (gl_PointCoord.x - 0.5) + 0.5
);
vec4 snowflake = texture(u_texture, rotated);
out_color = vec4(snowflake.rgb * v_color.xyz, snowflake.a * v_color.a);
}

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@ -3,59 +3,12 @@
* SPDX-License-Identifier: AGPL-3.0-only
*/
import vertexSource from './snowfall-effect.vertex.glsl';
import fragmentSource from './snowfall-effect.fragment.glsl';
export class SnowfallEffect {
private VERTEX_SOURCE = `#version 300 es
in vec4 a_position;
in vec4 a_color;
in vec3 a_rotation;
in vec3 a_speed;
in float a_size;
out vec4 v_color;
out float v_rotation;
uniform float u_time;
uniform mat4 u_projection;
uniform vec3 u_worldSize;
uniform float u_gravity;
uniform float u_wind;
uniform float u_spin_factor;
uniform float u_turbulence;
void main() {
v_color = a_color;
v_rotation = a_rotation.x + (u_time * u_spin_factor) * a_rotation.y;
vec3 pos = a_position.xyz;
pos.x = mod(pos.x + u_time + u_wind * a_speed.x, u_worldSize.x * 2.0) - u_worldSize.x;
pos.y = mod(pos.y - u_time * a_speed.y * u_gravity, u_worldSize.y * 2.0) - u_worldSize.y;
pos.x += sin(u_time * a_speed.z * u_turbulence) * a_rotation.z;
pos.z += cos(u_time * a_speed.z * u_turbulence) * a_rotation.z;
gl_Position = u_projection * vec4(pos.xyz, a_position.w);
gl_PointSize = (a_size / gl_Position.w) * 100.0;
}
`;
private FRAGMENT_SOURCE = `#version 300 es
precision mediump float;
in vec4 v_color;
in float v_rotation;
uniform sampler2D u_texture;
out vec4 out_color;
void main() {
vec2 rotated = vec2(
cos(v_rotation) * (gl_PointCoord.x - 0.5) + sin(v_rotation) * (gl_PointCoord.y - 0.5) + 0.5,
cos(v_rotation) * (gl_PointCoord.y - 0.5) - sin(v_rotation) * (gl_PointCoord.x - 0.5) + 0.5
);
vec4 snowflake = texture(u_texture, rotated);
out_color = vec4(snowflake.rgb * v_color.xyz, snowflake.a * v_color.a);
}
`;
private VERTEX_SOURCE = vertexSource;
private FRAGMENT_SOURCE = fragmentSource;
private gl: WebGLRenderingContext;
private program: WebGLProgram;

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#version 300 es
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
in vec4 a_position;
in vec4 a_color;
in vec3 a_rotation;
in vec3 a_speed;
in float a_size;
out vec4 v_color;
out float v_rotation;
uniform float u_time;
uniform mat4 u_projection;
uniform vec3 u_worldSize;
uniform float u_gravity;
uniform float u_wind;
uniform float u_spin_factor;
uniform float u_turbulence;
void main() {
v_color = a_color;
v_rotation = a_rotation.x + (u_time * u_spin_factor) * a_rotation.y;
vec3 pos = a_position.xyz;
pos.x = mod(pos.x + u_time + u_wind * a_speed.x, u_worldSize.x * 2.0) - u_worldSize.x;
pos.y = mod(pos.y - u_time * a_speed.y * u_gravity, u_worldSize.y * 2.0) - u_worldSize.y;
pos.x += sin(u_time * a_speed.z * u_turbulence) * a_rotation.z;
pos.z += cos(u_time * a_speed.z * u_turbulence) * a_rotation.z;
gl_Position = u_projection * vec4(pos.xyz, a_position.w);
gl_PointSize = (a_size / gl_Position.w) * 100.0;
}