enhance(frontend/image-effector): add blockNoise fx

This commit is contained in:
syuilo 2025-06-15 10:55:11 +09:00
parent 5bec8ba6b0
commit ce90fee586
5 changed files with 127 additions and 0 deletions

4
locales/index.d.ts vendored
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@ -12220,6 +12220,10 @@ export interface Locale extends ILocale {
*
*/
"checker": string;
/**
*
*/
"blockNoise": string;
};
};
}

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@ -3273,3 +3273,4 @@ _imageEffector:
stripe: "ストライプ"
polkadot: "ポルカドット"
checker: "チェッカー"
blockNoise: "ブロックノイズ"

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@ -18,6 +18,7 @@ import { FX_stripe } from './fxs/stripe.js';
import { FX_threshold } from './fxs/threshold.js';
import { FX_watermarkPlacement } from './fxs/watermarkPlacement.js';
import { FX_zoomLines } from './fxs/zoomLines.js';
import { FX_blockNoise } from './fxs/blockNoise.js';
import type { ImageEffectorFx } from './ImageEffector.js';
export const FXS = [
@ -36,4 +37,5 @@ export const FXS = [
FX_stripe,
FX_polkadot,
FX_checker,
FX_blockNoise,
] as const satisfies ImageEffectorFx<string, any>[];

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@ -0,0 +1,119 @@
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import seedrandom from 'seedrandom';
import { defineImageEffectorFx } from '../ImageEffector.js';
import { i18n } from '@/i18n.js';
const shader = `#version 300 es
precision mediump float;
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
uniform int u_amount;
uniform float u_shiftStrengths[128];
uniform vec2 u_shiftOrigins[128];
uniform vec2 u_shiftSizes[128];
uniform float u_channelShift;
out vec4 out_color;
void main() {
// TODO: ピクセル毎に計算する必要はないのでuniformにする
float aspect_ratio = min(in_resolution.x, in_resolution.y) / max(in_resolution.x, in_resolution.y);
float aspect_ratio_x = in_resolution.x > in_resolution.y ? 1.0 : aspect_ratio;
float aspect_ratio_y = in_resolution.x < in_resolution.y ? 1.0 : aspect_ratio;
float v = 0.0;
for (int i = 0; i < u_amount; i++) {
if (
in_uv.x * aspect_ratio_x > ((u_shiftOrigins[i].x * aspect_ratio_x) - u_shiftSizes[i].x) &&
in_uv.x * aspect_ratio_x < ((u_shiftOrigins[i].x * aspect_ratio_x) + u_shiftSizes[i].x) &&
in_uv.y * aspect_ratio_y > ((u_shiftOrigins[i].y * aspect_ratio_y) - u_shiftSizes[i].y) &&
in_uv.y * aspect_ratio_y < ((u_shiftOrigins[i].y * aspect_ratio_y) + u_shiftSizes[i].y)
) {
v += u_shiftStrengths[i];
}
}
float r = texture(in_texture, vec2(in_uv.x + (v * (1.0 + u_channelShift)), in_uv.y)).r;
float g = texture(in_texture, vec2(in_uv.x + v, in_uv.y)).g;
float b = texture(in_texture, vec2(in_uv.x + (v * (1.0 + (u_channelShift / 2.0))), in_uv.y)).b;
float a = texture(in_texture, vec2(in_uv.x + v, in_uv.y)).a;
out_color = vec4(r, g, b, a);
}
`;
export const FX_blockNoise = defineImageEffectorFx({
id: 'blockNoise' as const,
name: i18n.ts._imageEffector._fxs.blockNoise,
shader,
uniforms: ['amount', 'channelShift'] as const,
params: {
amount: {
type: 'number' as const,
default: 50,
min: 1,
max: 100,
step: 1,
},
strength: {
type: 'number' as const,
default: 0.05,
min: -1,
max: 1,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
width: {
type: 'number' as const,
default: 0.05,
min: 0.01,
max: 1,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
height: {
type: 'number' as const,
default: 0.01,
min: 0.01,
max: 1,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
channelShift: {
type: 'number' as const,
default: 0,
min: 0,
max: 10,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
seed: {
type: 'seed' as const,
default: 100,
},
},
main: ({ gl, program, u, params }) => {
gl.uniform1i(u.amount, params.amount);
gl.uniform1f(u.channelShift, params.channelShift);
const margin = 0;
const rnd = seedrandom(params.seed.toString());
for (let i = 0; i < params.amount; i++) {
const o = gl.getUniformLocation(program, `u_shiftOrigins[${i.toString()}]`);
gl.uniform2f(o, (rnd() * (1 + (margin * 2))) - margin, (rnd() * (1 + (margin * 2))) - margin);
const s = gl.getUniformLocation(program, `u_shiftStrengths[${i.toString()}]`);
gl.uniform1f(s, (1 - (rnd() * 2)) * params.strength);
const sizes = gl.getUniformLocation(program, `u_shiftSizes[${i.toString()}]`);
gl.uniform2f(sizes, params.width, params.height);
}
},
});

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@ -70,6 +70,7 @@ export const FX_glitch = defineImageEffectorFx({
min: 0,
max: 10,
step: 0.01,
toViewValue: v => Math.round(v * 100) + '%',
},
seed: {
type: 'seed' as const,