enhance(frontend/image-effector): add blockNoise fx
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@ -12220,6 +12220,10 @@ export interface Locale extends ILocale {
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* チェッカー
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*/
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"checker": string;
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/**
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* ブロックノイズ
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*/
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"blockNoise": string;
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};
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};
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}
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@ -3273,3 +3273,4 @@ _imageEffector:
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stripe: "ストライプ"
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polkadot: "ポルカドット"
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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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@ -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_watermarkPlacement } from './fxs/watermarkPlacement.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 type { ImageEffectorFx } from './ImageEffector.js';
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export const FXS = [
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@ -36,4 +37,5 @@ export const FXS = [
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FX_stripe,
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FX_polkadot,
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FX_checker,
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FX_blockNoise,
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] as const satisfies ImageEffectorFx<string, any>[];
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@ -0,0 +1,119 @@
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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 seedrandom from 'seedrandom';
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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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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 int u_amount;
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uniform float u_shiftStrengths[128];
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uniform vec2 u_shiftOrigins[128];
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uniform vec2 u_shiftSizes[128];
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uniform float u_channelShift;
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out vec4 out_color;
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void main() {
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// TODO: ピクセル毎に計算する必要はないのでuniformにする
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float aspect_ratio = min(in_resolution.x, in_resolution.y) / max(in_resolution.x, in_resolution.y);
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float aspect_ratio_x = in_resolution.x > in_resolution.y ? 1.0 : aspect_ratio;
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float aspect_ratio_y = in_resolution.x < in_resolution.y ? 1.0 : aspect_ratio;
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float v = 0.0;
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for (int i = 0; i < u_amount; i++) {
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if (
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in_uv.x * aspect_ratio_x > ((u_shiftOrigins[i].x * aspect_ratio_x) - u_shiftSizes[i].x) &&
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in_uv.x * aspect_ratio_x < ((u_shiftOrigins[i].x * aspect_ratio_x) + u_shiftSizes[i].x) &&
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in_uv.y * aspect_ratio_y > ((u_shiftOrigins[i].y * aspect_ratio_y) - u_shiftSizes[i].y) &&
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in_uv.y * aspect_ratio_y < ((u_shiftOrigins[i].y * aspect_ratio_y) + u_shiftSizes[i].y)
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) {
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v += u_shiftStrengths[i];
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}
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}
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float r = texture(in_texture, vec2(in_uv.x + (v * (1.0 + u_channelShift)), in_uv.y)).r;
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float g = texture(in_texture, vec2(in_uv.x + v, in_uv.y)).g;
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float b = texture(in_texture, vec2(in_uv.x + (v * (1.0 + (u_channelShift / 2.0))), in_uv.y)).b;
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float a = texture(in_texture, vec2(in_uv.x + v, in_uv.y)).a;
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out_color = vec4(r, g, b, a);
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}
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`;
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export const FX_blockNoise = defineImageEffectorFx({
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id: 'blockNoise' as const,
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name: i18n.ts._imageEffector._fxs.blockNoise,
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shader,
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uniforms: ['amount', 'channelShift'] as const,
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params: {
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amount: {
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type: 'number' as const,
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default: 50,
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min: 1,
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max: 100,
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step: 1,
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},
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strength: {
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type: 'number' as const,
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default: 0.05,
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min: -1,
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max: 1,
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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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width: {
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type: 'number' as const,
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default: 0.05,
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min: 0.01,
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max: 1,
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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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height: {
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type: 'number' as const,
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default: 0.01,
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min: 0.01,
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max: 1,
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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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channelShift: {
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type: 'number' as const,
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default: 0,
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min: 0,
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max: 10,
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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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seed: {
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type: 'seed' as const,
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default: 100,
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},
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},
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main: ({ gl, program, u, params }) => {
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gl.uniform1i(u.amount, params.amount);
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gl.uniform1f(u.channelShift, params.channelShift);
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const margin = 0;
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const rnd = seedrandom(params.seed.toString());
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for (let i = 0; i < params.amount; i++) {
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const o = gl.getUniformLocation(program, `u_shiftOrigins[${i.toString()}]`);
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gl.uniform2f(o, (rnd() * (1 + (margin * 2))) - margin, (rnd() * (1 + (margin * 2))) - margin);
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const s = gl.getUniformLocation(program, `u_shiftStrengths[${i.toString()}]`);
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gl.uniform1f(s, (1 - (rnd() * 2)) * params.strength);
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const sizes = gl.getUniformLocation(program, `u_shiftSizes[${i.toString()}]`);
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gl.uniform2f(sizes, params.width, params.height);
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}
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},
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});
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@ -70,6 +70,7 @@ export const FX_glitch = defineImageEffectorFx({
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min: 0,
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max: 10,
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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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seed: {
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type: 'seed' as const,
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