This commit is contained in:
syuilo 2025-06-03 15:25:06 +09:00
parent 7627017a42
commit 4f8ea38e84
6 changed files with 176 additions and 8 deletions

8
locales/index.d.ts vendored
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@ -12101,6 +12101,10 @@ export interface Locale extends ILocale {
*
*/
"angle": string;
/**
*
*/
"dottedGrid": string;
};
"_imageEffector": {
/**
@ -12160,6 +12164,10 @@ export interface Locale extends ILocale {
*
*/
"stripe": string;
/**
*
*/
"dottedGrid": string;
};
};
}

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@ -3240,6 +3240,7 @@ _watermarkEditor:
stripeWidth: "ラインの幅"
stripeFrequency: "ラインの数"
angle: "角度"
dottedGrid: "点グリッド"
_imageEffector:
title: "エフェクト"
@ -3258,3 +3259,4 @@ _imageEffector:
threshold: "二値化"
zoomLines: "集中線"
stripe: "ストライプ"
dottedGrid: "点グリッド"

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@ -7,6 +7,7 @@ import { FX_chromaticAberration } from './fxs/chromaticAberration.js';
import { FX_colorClamp } from './fxs/colorClamp.js';
import { FX_colorClampAdvanced } from './fxs/colorClampAdvanced.js';
import { FX_distort } from './fxs/distort.js';
import { FX_dottedGrid } from './fxs/dottedGrid.js';
import { FX_glitch } from './fxs/glitch.js';
import { FX_grayscale } from './fxs/grayscale.js';
import { FX_invert } from './fxs/invert.js';
@ -30,4 +31,5 @@ export const FXS = [
FX_threshold,
FX_zoomLines,
FX_stripe,
FX_dottedGrid,
] as const satisfies ImageEffectorFx<string, any>[];

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@ -0,0 +1,151 @@
/*
* 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 float u_angle;
uniform float u_scale;
uniform float u_major_radius;
uniform float u_major_opacity;
uniform float u_minor_divisions;
uniform float u_minor_radius;
uniform float u_minor_opacity;
uniform bool u_black;
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)) * vec2(x_ratio, y_ratio);
vec2 rotatedUV = vec2(
centeredUv.x * cos(angle) - centeredUv.y * sin(angle),
centeredUv.x * sin(angle) + centeredUv.y * cos(angle)
);
float major_modX = mod(rotatedUV.x, (1.0 / u_scale));
float major_modY = mod(rotatedUV.y, (1.0 / u_scale));
float major_threshold = ((u_major_radius / 2.0) / u_scale);
if (
length(vec2(major_modX, major_modY)) < major_threshold ||
length(vec2((1.0 / u_scale) - major_modX, major_modY)) < major_threshold ||
length(vec2(major_modX, (1.0 / u_scale) - major_modY)) < major_threshold ||
length(vec2((1.0 / u_scale) - major_modX, (1.0 / u_scale) - major_modY)) < major_threshold
) {
out_color = vec4(
mix(in_color.r, u_black ? 0.0 : 1.0, u_major_opacity),
mix(in_color.g, u_black ? 0.0 : 1.0, u_major_opacity),
mix(in_color.b, u_black ? 0.0 : 1.0, u_major_opacity),
in_color.a
);
return;
}
float minor_modX = mod(rotatedUV.x, (1.0 / u_scale / u_minor_divisions));
float minor_modY = mod(rotatedUV.y, (1.0 / u_scale / u_minor_divisions));
float minor_threshold = ((u_minor_radius / 2.0) / (u_minor_divisions * u_scale));
if (
length(vec2(minor_modX, minor_modY)) < minor_threshold ||
length(vec2((1.0 / u_scale / u_minor_divisions) - minor_modX, minor_modY)) < minor_threshold ||
length(vec2(minor_modX, (1.0 / u_scale / u_minor_divisions) - minor_modY)) < minor_threshold ||
length(vec2((1.0 / u_scale / u_minor_divisions) - minor_modX, (1.0 / u_scale / u_minor_divisions) - minor_modY)) < minor_threshold
) {
out_color = vec4(
mix(in_color.r, u_black ? 0.0 : 1.0, u_minor_opacity),
mix(in_color.g, u_black ? 0.0 : 1.0, u_minor_opacity),
mix(in_color.b, u_black ? 0.0 : 1.0, u_minor_opacity),
in_color.a
);
return;
}
out_color = in_color;
}
`;
export const FX_dottedGrid = defineImageEffectorFx({
id: 'dottedGrid' as const,
name: i18n.ts._imageEffector._fxs.dottedGrid,
shader,
uniforms: ['angle', 'scale', 'major_radius', 'major_opacity', 'minor_divisions', 'minor_radius', 'minor_opacity', 'black'] as const,
params: {
angle: {
type: 'number' as const,
default: 0,
min: -1.0,
max: 1.0,
step: 0.01,
},
scale: {
type: 'number' as const,
default: 3.0,
min: 1.0,
max: 10.0,
step: 0.1,
},
majorRadius: {
type: 'number' as const,
default: 0.1,
min: 0.0,
max: 1.0,
step: 0.01,
},
majorOpacity: {
type: 'number' as const,
default: 0.75,
min: 0.0,
max: 1.0,
step: 0.01,
},
minorDivisions: {
type: 'number' as const,
default: 4,
min: 0,
max: 16,
step: 1,
},
minorRadius: {
type: 'number' as const,
default: 0.25,
min: 0.0,
max: 1.0,
step: 0.01,
},
minorOpacity: {
type: 'number' as const,
default: 0.5,
min: 0.0,
max: 1.0,
step: 0.01,
},
black: {
type: 'boolean' as const,
default: false,
},
},
main: ({ gl, u, params }) => {
gl.uniform1f(u.angle, params.angle / 2);
gl.uniform1f(u.scale, params.scale * params.scale);
gl.uniform1f(u.major_radius, params.majorRadius);
gl.uniform1f(u.major_opacity, params.majorOpacity);
gl.uniform1f(u.minor_divisions, params.minorDivisions);
gl.uniform1f(u.minor_radius, params.minorRadius);
gl.uniform1f(u.minor_opacity, params.minorOpacity);
gl.uniform1i(u.black, params.black ? 1 : 0);
},
});

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@ -29,9 +29,13 @@ void main() {
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;
mat2 rotationMatrix = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
vec2 rotatedUV = rotationMatrix * (vec2(in_uv.x * x_ratio, in_uv.y * y_ratio) - 0.5);
float angle = -(u_angle * PI);
vec2 centeredUv = (in_uv - vec2(0.5, 0.5)) * vec2(x_ratio, y_ratio);
vec2 rotatedUV = vec2(
centeredUv.x * cos(angle) - centeredUv.y * sin(angle),
centeredUv.x * sin(angle) + centeredUv.y * cos(angle)
);
float phase = u_phase * TWO_PI;
float value = (1.0 + sin((rotatedUV.x * u_frequency - HALF_PI) + phase)) / 2.0;
value = value < u_threshold ? 1.0 : 0.0;

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@ -28,6 +28,8 @@ out vec4 out_color;
void main() {
vec4 in_color = texture(in_texture, in_uv);
float in_x_ratio = max(in_resolution.x / in_resolution.y, 1.0);
float in_y_ratio = max(in_resolution.y / in_resolution.x, 1.0);
bool contain = u_fitMode == 0;
@ -51,12 +53,11 @@ void main() {
float angle = -(u_angle * PI);
vec2 center = vec2(x_offset, y_offset);
vec2 centeredUv = in_uv - center;
float cosAngle = cos(angle);
float sinAngle = sin(angle);
//vec2 centeredUv = (in_uv - center) * vec2(in_x_ratio, in_y_ratio);
vec2 centeredUv = (in_uv - center);
vec2 rotatedUV = vec2(
centeredUv.x * cosAngle - centeredUv.y * sinAngle,
centeredUv.x * sinAngle + centeredUv.y * cosAngle
centeredUv.x * cos(angle) - centeredUv.y * sin(angle),
centeredUv.x * sin(angle) + centeredUv.y * cos(angle)
) + center;
// trim