enhance(frontend): マスクエフェクト (#16556)
* wip * wip * Update MkImageEffectorDialog.vue * Update MkImageEffectorDialog.vue * Update MkImageEffectorDialog.vue * Update MkImageEffectorDialog.vue * Update MkImageEffectorDialog.vue * Update fillSquare.ts * Update CHANGELOG.md * Update fillSquare.ts
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@ -5,6 +5,7 @@
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### Client
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- 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
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- Enhance: 画像編集にマスクエフェクトを追加
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- Enhance: 時刻計算のための基準値を一か所で管理するようにし、パフォーマンスを向上
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### Server
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@ -12378,6 +12378,10 @@ export interface Locale extends ILocale {
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* ティアリング
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*/
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"tearing": string;
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/**
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* 塗りつぶし(四角)
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*/
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"fillSquare": string;
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};
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"_fxProps": {
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/**
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@ -12392,6 +12396,10 @@ export interface Locale extends ILocale {
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* サイズ
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*/
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"size": string;
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/**
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* 位置
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*/
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"offset": string;
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/**
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* 色
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*/
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@ -3314,11 +3314,13 @@ _imageEffector:
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checker: "チェッカー"
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blockNoise: "ブロックノイズ"
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tearing: "ティアリング"
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fillSquare: "塗りつぶし(四角)"
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_fxProps:
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angle: "角度"
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scale: "サイズ"
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size: "サイズ"
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offset: "位置"
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color: "色"
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opacity: "不透明度"
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normalize: "正規化"
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@ -19,9 +19,12 @@ SPDX-License-Identifier: AGPL-3.0-only
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<div :class="$style.root">
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<div :class="$style.container">
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<div :class="$style.preview">
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<canvas ref="canvasEl" :class="$style.previewCanvas"></canvas>
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<canvas ref="canvasEl" :class="$style.previewCanvas" @pointerdown="onImagePointerdown"></canvas>
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<div :class="$style.previewContainer">
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<div class="_acrylic" :class="$style.previewTitle">{{ i18n.ts.preview }}</div>
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<div class="_acrylic" :class="$style.editControls">
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<button class="_button" :class="[$style.previewControlsButton, fillSquare ? $style.active : null]" @click="fillSquare = true"><i class="ti ti-pencil"></i></button>
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</div>
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<div class="_acrylic" :class="$style.previewControls">
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<button class="_button" :class="[$style.previewControlsButton, !enabled ? $style.active : null]" @click="enabled = false">Before</button>
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<button class="_button" :class="[$style.previewControlsButton, enabled ? $style.active : null]" @click="enabled = true">After</button>
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@ -212,6 +215,100 @@ watch(enabled, () => {
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renderer.render();
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}
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});
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const fillSquare = ref(false);
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function onImagePointerdown(ev: PointerEvent) {
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if (canvasEl.value == null || imageBitmap == null || !fillSquare.value) return;
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const AW = canvasEl.value.clientWidth;
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const AH = canvasEl.value.clientHeight;
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const BW = imageBitmap.width;
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const BH = imageBitmap.height;
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let xOffset = 0;
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let yOffset = 0;
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if (AW / AH < BW / BH) { // 横長
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yOffset = AH - BH * (AW / BW);
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} else { // 縦長
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xOffset = AW - BW * (AH / BH);
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}
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xOffset /= 2;
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yOffset /= 2;
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let startX = ev.offsetX - xOffset;
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let startY = ev.offsetY - yOffset;
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if (AW / AH < BW / BH) { // 横長
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startX = startX / (Math.max(AW, AH) / Math.max(BH / BW, 1));
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startY = startY / (Math.max(AW, AH) / Math.max(BW / BH, 1));
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} else { // 縦長
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startX = startX / (Math.min(AW, AH) / Math.max(BH / BW, 1));
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startY = startY / (Math.min(AW, AH) / Math.max(BW / BH, 1));
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}
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const id = genId();
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layers.push({
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id,
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fxId: 'fillSquare',
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params: {
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offsetX: 0,
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offsetY: 0,
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scaleX: 0.1,
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scaleY: 0.1,
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angle: 0,
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opacity: 1,
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color: [1, 1, 1],
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},
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});
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_move(ev.offsetX, ev.offsetY);
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function _move(pointerX: number, pointerY: number) {
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let x = pointerX - xOffset;
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let y = pointerY - yOffset;
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if (AW / AH < BW / BH) { // 横長
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x = x / (Math.max(AW, AH) / Math.max(BH / BW, 1));
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y = y / (Math.max(AW, AH) / Math.max(BW / BH, 1));
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} else { // 縦長
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x = x / (Math.min(AW, AH) / Math.max(BH / BW, 1));
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y = y / (Math.min(AW, AH) / Math.max(BW / BH, 1));
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}
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const scaleX = Math.abs(x - startX);
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const scaleY = Math.abs(y - startY);
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const layerIndex = layers.findIndex((l) => l.id === id);
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const layer = layerIndex !== -1 ? layers[layerIndex] : null;
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if (layer != null) {
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layer.params.offsetX = (x + startX) - 1;
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layer.params.offsetY = (y + startY) - 1;
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layer.params.scaleX = scaleX;
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layer.params.scaleY = scaleY;
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layers[layerIndex] = layer;
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}
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}
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function move(ev: PointerEvent) {
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_move(ev.offsetX, ev.offsetY);
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}
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function up() {
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canvasEl.value?.removeEventListener('pointermove', move);
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canvasEl.value?.removeEventListener('pointerup', up);
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canvasEl.value?.removeEventListener('pointercancel', up);
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canvasEl.value?.releasePointerCapture(ev.pointerId);
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fillSquare.value = false;
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}
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canvasEl.value.addEventListener('pointermove', move);
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canvasEl.value.addEventListener('pointerup', up);
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canvasEl.value.setPointerCapture(ev.pointerId);
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}
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</script>
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<style module>
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@ -251,6 +348,18 @@ watch(enabled, () => {
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font-size: 85%;
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}
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.editControls {
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position: absolute;
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z-index: 100;
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bottom: 8px;
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left: 8px;
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display: flex;
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align-items: center;
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gap: 8px;
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padding: 6px 10px;
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border-radius: 6px;
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}
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.previewControls {
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position: absolute;
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z-index: 100;
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@ -283,9 +392,11 @@ watch(enabled, () => {
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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padding: 20px;
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width: -webkit-fill-available;
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width: stretch;
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height: -webkit-fill-available;
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height: stretch;
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margin: 20px;
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box-sizing: border-box;
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object-fit: contain;
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}
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@ -18,6 +18,7 @@ import { FX_stripe } from './fxs/stripe.js';
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import { FX_threshold } from './fxs/threshold.js';
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import { FX_zoomLines } from './fxs/zoomLines.js';
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import { FX_blockNoise } from './fxs/blockNoise.js';
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import { FX_fillSquare } from './fxs/fillSquare.js';
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import type { ImageEffectorFx } from './ImageEffector.js';
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export const FXS = [
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FX_chromaticAberration,
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FX_tearing,
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FX_blockNoise,
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FX_fillSquare,
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] as const satisfies ImageEffectorFx<string, any>[];
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@ -0,0 +1,122 @@
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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 vec2 u_offset;
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uniform vec2 u_scale;
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uniform float u_angle;
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uniform vec3 u_color;
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uniform float u_opacity;
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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) - u_offset;
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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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) + u_offset;
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bool isInside = rotatedUV.x > u_offset.x - u_scale.x && rotatedUV.x < u_offset.x + u_scale.x && rotatedUV.y > u_offset.y - u_scale.y && rotatedUV.y < u_offset.y + u_scale.y;
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out_color = isInside ? vec4(
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mix(in_color.r, u_color.r, u_opacity),
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mix(in_color.g, u_color.g, u_opacity),
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mix(in_color.b, u_color.b, u_opacity),
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in_color.a
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) : in_color;
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}
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`;
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export const FX_fillSquare = defineImageEffectorFx({
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id: 'fillSquare',
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name: i18n.ts._imageEffector._fxs.fillSquare,
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shader,
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uniforms: ['offset', 'scale', 'angle', 'color', 'opacity'] as const,
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params: {
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offsetX: {
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label: i18n.ts._imageEffector._fxProps.offset + ' X',
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type: 'number',
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default: 0.0,
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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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toViewValue: v => Math.round(v * 100) + '%',
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},
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offsetY: {
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label: i18n.ts._imageEffector._fxProps.offset + ' Y',
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type: 'number',
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default: 0.0,
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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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toViewValue: v => Math.round(v * 100) + '%',
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},
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scaleX: {
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label: i18n.ts._imageEffector._fxProps.scale + ' X',
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type: 'number',
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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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toViewValue: v => Math.round(v * 100) + '%',
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},
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scaleY: {
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label: i18n.ts._imageEffector._fxProps.scale + ' Y',
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type: 'number',
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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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toViewValue: v => Math.round(v * 100) + '%',
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},
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angle: {
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label: i18n.ts._imageEffector._fxProps.angle,
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type: 'number',
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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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toViewValue: v => Math.round(v * 90) + '°',
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},
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color: {
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label: i18n.ts._imageEffector._fxProps.color,
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type: 'color',
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default: [1, 1, 1],
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},
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opacity: {
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label: i18n.ts._imageEffector._fxProps.opacity,
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type: 'number',
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default: 1.0,
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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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toViewValue: v => Math.round(v * 100) + '%',
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},
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},
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main: ({ gl, u, params }) => {
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gl.uniform2f(u.offset, params.offsetX / 2, params.offsetY / 2);
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gl.uniform2f(u.scale, params.scaleX / 2, params.scaleY / 2);
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gl.uniform1f(u.angle, params.angle / 2);
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gl.uniform3f(u.color, params.color[0], params.color[1], params.color[2]);
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gl.uniform1f(u.opacity, params.opacity);
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},
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});
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