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@ -12101,6 +12101,10 @@ export interface Locale extends ILocale {
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* 角度
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*/
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"angle": string;
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/**
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* 点グリッド
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*/
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"dottedGrid": string;
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};
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"_imageEffector": {
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/**
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@ -12160,6 +12164,10 @@ export interface Locale extends ILocale {
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* ストライプ
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*/
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"stripe": string;
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/**
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* 点グリッド
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*/
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"dottedGrid": string;
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};
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};
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}
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@ -3240,6 +3240,7 @@ _watermarkEditor:
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stripeWidth: "ラインの幅"
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stripeFrequency: "ラインの数"
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angle: "角度"
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dottedGrid: "点グリッド"
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_imageEffector:
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title: "エフェクト"
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@ -3258,3 +3259,4 @@ _imageEffector:
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threshold: "二値化"
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zoomLines: "集中線"
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stripe: "ストライプ"
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dottedGrid: "点グリッド"
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@ -7,6 +7,7 @@ import { FX_chromaticAberration } from './fxs/chromaticAberration.js';
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import { FX_colorClamp } from './fxs/colorClamp.js';
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import { FX_colorClampAdvanced } from './fxs/colorClampAdvanced.js';
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import { FX_distort } from './fxs/distort.js';
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import { FX_dottedGrid } from './fxs/dottedGrid.js';
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import { FX_glitch } from './fxs/glitch.js';
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import { FX_grayscale } from './fxs/grayscale.js';
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import { FX_invert } from './fxs/invert.js';
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@ -30,4 +31,5 @@ export const FXS = [
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FX_threshold,
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FX_zoomLines,
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FX_stripe,
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FX_dottedGrid,
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] as const satisfies ImageEffectorFx<string, any>[];
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@ -0,0 +1,151 @@
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/*
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* SPDX-FileCopyrightText: syuilo and misskey-project
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* SPDX-License-Identifier: AGPL-3.0-only
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*/
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import { defineImageEffectorFx } from '../ImageEffector.js';
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import { i18n } from '@/i18n.js';
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const shader = `#version 300 es
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precision mediump float;
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const float PI = 3.141592653589793;
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const float TWO_PI = 6.283185307179586;
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const float HALF_PI = 1.5707963267948966;
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in vec2 in_uv;
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uniform sampler2D in_texture;
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uniform vec2 in_resolution;
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uniform float u_angle;
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uniform float u_scale;
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uniform float u_major_radius;
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uniform float u_major_opacity;
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uniform float u_minor_divisions;
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uniform float u_minor_radius;
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uniform float u_minor_opacity;
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uniform bool u_black;
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out vec4 out_color;
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void main() {
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vec4 in_color = texture(in_texture, in_uv);
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float x_ratio = max(in_resolution.x / in_resolution.y, 1.0);
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float y_ratio = max(in_resolution.y / in_resolution.x, 1.0);
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float angle = -(u_angle * PI);
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vec2 centeredUv = (in_uv - vec2(0.5, 0.5)) * vec2(x_ratio, y_ratio);
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vec2 rotatedUV = vec2(
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centeredUv.x * cos(angle) - centeredUv.y * sin(angle),
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centeredUv.x * sin(angle) + centeredUv.y * cos(angle)
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);
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float major_modX = mod(rotatedUV.x, (1.0 / u_scale));
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float major_modY = mod(rotatedUV.y, (1.0 / u_scale));
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float major_threshold = ((u_major_radius / 2.0) / u_scale);
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if (
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length(vec2(major_modX, major_modY)) < major_threshold ||
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length(vec2((1.0 / u_scale) - major_modX, major_modY)) < major_threshold ||
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length(vec2(major_modX, (1.0 / u_scale) - major_modY)) < major_threshold ||
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length(vec2((1.0 / u_scale) - major_modX, (1.0 / u_scale) - major_modY)) < major_threshold
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) {
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out_color = vec4(
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mix(in_color.r, u_black ? 0.0 : 1.0, u_major_opacity),
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mix(in_color.g, u_black ? 0.0 : 1.0, u_major_opacity),
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mix(in_color.b, u_black ? 0.0 : 1.0, u_major_opacity),
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in_color.a
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);
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return;
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}
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float minor_modX = mod(rotatedUV.x, (1.0 / u_scale / u_minor_divisions));
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float minor_modY = mod(rotatedUV.y, (1.0 / u_scale / u_minor_divisions));
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float minor_threshold = ((u_minor_radius / 2.0) / (u_minor_divisions * u_scale));
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if (
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length(vec2(minor_modX, minor_modY)) < minor_threshold ||
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length(vec2((1.0 / u_scale / u_minor_divisions) - minor_modX, minor_modY)) < minor_threshold ||
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length(vec2(minor_modX, (1.0 / u_scale / u_minor_divisions) - minor_modY)) < minor_threshold ||
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length(vec2((1.0 / u_scale / u_minor_divisions) - minor_modX, (1.0 / u_scale / u_minor_divisions) - minor_modY)) < minor_threshold
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) {
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out_color = vec4(
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mix(in_color.r, u_black ? 0.0 : 1.0, u_minor_opacity),
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mix(in_color.g, u_black ? 0.0 : 1.0, u_minor_opacity),
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mix(in_color.b, u_black ? 0.0 : 1.0, u_minor_opacity),
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in_color.a
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);
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return;
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}
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out_color = in_color;
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}
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`;
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export const FX_dottedGrid = defineImageEffectorFx({
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id: 'dottedGrid' as const,
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name: i18n.ts._imageEffector._fxs.dottedGrid,
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shader,
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uniforms: ['angle', 'scale', 'major_radius', 'major_opacity', 'minor_divisions', 'minor_radius', 'minor_opacity', 'black'] as const,
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params: {
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angle: {
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type: 'number' as const,
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default: 0,
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min: -1.0,
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max: 1.0,
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step: 0.01,
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},
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scale: {
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type: 'number' as const,
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default: 3.0,
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min: 1.0,
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max: 10.0,
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step: 0.1,
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},
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majorRadius: {
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type: 'number' as const,
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default: 0.1,
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min: 0.0,
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max: 1.0,
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step: 0.01,
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},
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majorOpacity: {
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type: 'number' as const,
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default: 0.75,
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min: 0.0,
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max: 1.0,
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step: 0.01,
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},
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minorDivisions: {
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type: 'number' as const,
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default: 4,
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min: 0,
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max: 16,
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step: 1,
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},
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minorRadius: {
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type: 'number' as const,
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default: 0.25,
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min: 0.0,
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max: 1.0,
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step: 0.01,
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},
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minorOpacity: {
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type: 'number' as const,
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default: 0.5,
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min: 0.0,
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max: 1.0,
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step: 0.01,
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},
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black: {
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type: 'boolean' as const,
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default: false,
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},
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},
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main: ({ gl, u, params }) => {
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gl.uniform1f(u.angle, params.angle / 2);
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gl.uniform1f(u.scale, params.scale * params.scale);
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gl.uniform1f(u.major_radius, params.majorRadius);
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gl.uniform1f(u.major_opacity, params.majorOpacity);
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gl.uniform1f(u.minor_divisions, params.minorDivisions);
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gl.uniform1f(u.minor_radius, params.minorRadius);
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gl.uniform1f(u.minor_opacity, params.minorOpacity);
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gl.uniform1i(u.black, params.black ? 1 : 0);
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},
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});
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@ -29,9 +29,13 @@ void main() {
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float x_ratio = max(in_resolution.x / in_resolution.y, 1.0);
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float y_ratio = max(in_resolution.y / in_resolution.x, 1.0);
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float angle = u_angle * PI;
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mat2 rotationMatrix = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
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vec2 rotatedUV = rotationMatrix * (vec2(in_uv.x * x_ratio, in_uv.y * y_ratio) - 0.5);
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float angle = -(u_angle * PI);
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vec2 centeredUv = (in_uv - vec2(0.5, 0.5)) * vec2(x_ratio, y_ratio);
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vec2 rotatedUV = vec2(
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centeredUv.x * cos(angle) - centeredUv.y * sin(angle),
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centeredUv.x * sin(angle) + centeredUv.y * cos(angle)
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);
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float phase = u_phase * TWO_PI;
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float value = (1.0 + sin((rotatedUV.x * u_frequency - HALF_PI) + phase)) / 2.0;
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value = value < u_threshold ? 1.0 : 0.0;
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@ -28,6 +28,8 @@ out vec4 out_color;
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void main() {
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vec4 in_color = texture(in_texture, in_uv);
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float in_x_ratio = max(in_resolution.x / in_resolution.y, 1.0);
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float in_y_ratio = max(in_resolution.y / in_resolution.x, 1.0);
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bool contain = u_fitMode == 0;
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@ -51,12 +53,11 @@ void main() {
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float angle = -(u_angle * PI);
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vec2 center = vec2(x_offset, y_offset);
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vec2 centeredUv = in_uv - center;
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float cosAngle = cos(angle);
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float sinAngle = sin(angle);
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//vec2 centeredUv = (in_uv - center) * vec2(in_x_ratio, in_y_ratio);
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vec2 centeredUv = (in_uv - center);
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vec2 rotatedUV = vec2(
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centeredUv.x * cosAngle - centeredUv.y * sinAngle,
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centeredUv.x * sinAngle + centeredUv.y * cosAngle
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centeredUv.x * cos(angle) - centeredUv.y * sin(angle),
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centeredUv.x * sin(angle) + centeredUv.y * cos(angle)
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) + center;
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// trim
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