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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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<template>
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<canvas ref="canvasEl" style="display: block; width: 100%; height: 100%; pointer-events: none;"></canvas>
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</template>
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<script lang="ts" setup>
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import { onMounted, onUnmounted, useTemplateRef } from 'vue';
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import isChromatic from 'chromatic/isChromatic';
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import { initShaderProgram } from '@/utility/webgl.js';
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const VERTEX_SHADER = `#version 300 es
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in vec2 position;
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out vec2 in_uv;
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void main() {
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in_uv = (position + 1.0) / 2.0;
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gl_Position = vec4(position, 0.0, 1.0);
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}
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`;
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const FRAGMENT_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 vec2 in_resolution;
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uniform float u_scale;
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uniform float u_time;
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uniform float u_seed;
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uniform float u_angle;
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uniform float u_radius;
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uniform vec3 u_color;
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uniform vec2 u_ripplePositions[16];
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uniform float u_rippleRadiuses[16];
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out vec4 out_color;
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float getRipple(vec2 uv) {
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float strength = 0.0;
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float thickness = 0.05;
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for (int i = 0; i < 16; i++) {
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if (u_rippleRadiuses[i] <= 0.0) continue;
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float d = distance(uv, u_ripplePositions[i]);
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// フチ
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if (d < u_rippleRadiuses[i] + thickness && d > u_rippleRadiuses[i] - thickness) {
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float gradate = abs(d - u_rippleRadiuses[i] + thickness) / thickness;
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strength += (1.0 - u_rippleRadiuses[i]) * gradate;
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}
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// 内側
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if (d < u_rippleRadiuses[i] + thickness) {
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strength += 0.25 * (1.0 - u_rippleRadiuses[i]);
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}
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}
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return strength;
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}
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void main() {
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float x_ratio = min(in_resolution.x / in_resolution.y, 1.0);
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float y_ratio = min(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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vec2 uv = rotatedUV;
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float time = u_time * 0.00025;
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float size = 1.0 / u_scale;
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float size_half = size / 2.0;
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float modX = mod(uv.x, size);
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float modY = mod(uv.y, size);
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vec2 pixelated_uv = vec2(
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(size * (floor((uv.x - 0.5 - size) / size) + 0.5)),
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(size * (floor((uv.y - 0.5 - size) / size) + 0.5))
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) + vec2(0.5 + size, 0.5 + size);
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float strength = getRipple(pixelated_uv);
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float opacity = min(max(strength, 0.0), 1.0);
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float threshold = ((u_radius / 2.0) / u_scale);
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if (length(vec2(modX - size_half, modY - size_half)) < threshold) {
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out_color = vec4(u_color.r, u_color.g, u_color.b, opacity);
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//out_color = vec4(1.0);
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return;
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}
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// debug
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//float a = min(max(getRipple(uv), 0.0), 1.0);
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//out_color = vec4(u_color.r, u_color.g, u_color.b, (opacity + a) / 2.0);
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out_color = vec4(0.0, 0.0, 0.0, 0.0);
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}
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`;
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const canvasEl = useTemplateRef('canvasEl');
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const props = withDefaults(defineProps<{
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scale?: number;
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}>(), {
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scale: 48,
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});
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let handle: ReturnType<typeof window['requestAnimationFrame']> | null = null;
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onMounted(() => {
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const canvas = canvasEl.value!;
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let width = canvas.offsetWidth;
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let height = canvas.offsetHeight;
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canvas.width = width;
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canvas.height = height;
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const maybeGl = canvas.getContext('webgl2', { preserveDrawingBuffer: false, alpha: true, premultipliedAlpha: false, antialias: true });
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if (maybeGl == null) return;
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const gl = maybeGl;
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const VERTICES = new Float32Array([-1, -1, -1, 1, 1, 1, -1, -1, 1, 1, 1, -1]);
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const vertexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, VERTICES, gl.STATIC_DRAW);
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//gl.clearColor(0.0, 0.0, 0.0, 0.0);
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//gl.clear(gl.COLOR_BUFFER_BIT);
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const shaderProgram = initShaderProgram(gl, VERTEX_SHADER, FRAGMENT_SHADER);
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gl.useProgram(shaderProgram);
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const positionLocation = gl.getAttribLocation(shaderProgram, 'position');
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gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(positionLocation);
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const in_resolution = gl.getUniformLocation(shaderProgram, 'in_resolution');
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gl.uniform2fv(in_resolution, [canvas.width, canvas.height]);
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const u_time = gl.getUniformLocation(shaderProgram, 'u_time');
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const u_seed = gl.getUniformLocation(shaderProgram, 'u_seed');
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const u_scale = gl.getUniformLocation(shaderProgram, 'u_scale');
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const u_angle = gl.getUniformLocation(shaderProgram, 'u_angle');
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const u_radius = gl.getUniformLocation(shaderProgram, 'u_radius');
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const u_color = gl.getUniformLocation(shaderProgram, 'u_color');
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gl.uniform1f(u_seed, Math.random() * 1000);
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gl.uniform1f(u_scale, props.scale);
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gl.uniform1f(u_angle, 0.0);
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gl.uniform1f(u_radius, 0.15);
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gl.uniform3fv(u_color, [0.5, 1.0, 0]);
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if (isChromatic()) {
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gl.uniform1f(u_time, 0);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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} else {
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let ripples = [] as { position: [number, number]; startTime: number; }[];
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const LIFE_TIME = 1000 * 4;
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function render(timeStamp: number) {
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let sizeChanged = false;
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if (Math.abs(height - canvas.offsetHeight) > 2) {
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height = canvas.offsetHeight;
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canvas.height = height;
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sizeChanged = true;
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}
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if (Math.abs(width - canvas.offsetWidth) > 2) {
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width = canvas.offsetWidth;
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canvas.width = width;
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sizeChanged = true;
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}
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if (sizeChanged && gl) {
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gl.uniform2fv(in_resolution, [width, height]);
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gl.viewport(0, 0, width, height);
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}
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gl.uniform1f(u_time, timeStamp);
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if (Math.random() < 0.01 && ripples.length < 16) {
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ripples.push({ position: [(Math.random() * 2) - 1, (Math.random() * 2) - 1], startTime: timeStamp });
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}
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for (let i = 0; i < 16; i++) {
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const o = gl.getUniformLocation(shaderProgram, `u_ripplePositions[${i.toString()}]`);
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const r = gl.getUniformLocation(shaderProgram, `u_rippleRadiuses[${i.toString()}]`);
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const ripple = ripples[i];
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if (ripple == null) {
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gl.uniform2f(o, 0, 0);
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gl.uniform1f(r, 0.0);
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continue;
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}
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const delta = timeStamp - ripple.startTime;
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gl.uniform2f(o, ripple.position[0], ripple.position[1]);
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gl.uniform1f(r, delta / LIFE_TIME);
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}
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ripples = ripples.filter(r => (timeStamp - r.startTime) < LIFE_TIME);
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if (ripples.length === 0) {
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ripples.push({ position: [(Math.random() * 2) - 1, (Math.random() * 2) - 1], startTime: timeStamp });
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}
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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handle = window.requestAnimationFrame(render);
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}
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handle = window.requestAnimationFrame(render);
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}
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});
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onUnmounted(() => {
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if (handle) {
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window.cancelAnimationFrame(handle);
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}
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// TODO: WebGLリソースの解放
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});
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</script>
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<style lang="scss" module>
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</style>
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@ -0,0 +1,190 @@
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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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<template>
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<canvas ref="canvasEl" style="display: block; width: 100%; height: 100%; pointer-events: none;"></canvas>
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</template>
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<script lang="ts" setup>
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import { onMounted, onUnmounted, useTemplateRef } from 'vue';
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import isChromatic from 'chromatic/isChromatic';
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import { GLSL_LIB_SNOISE, initShaderProgram } from '@/utility/webgl.js';
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const VERTEX_SHADER = `#version 300 es
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in vec2 position;
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out vec2 in_uv;
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void main() {
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in_uv = (position + 1.0) / 2.0;
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gl_Position = vec4(position, 0.0, 1.0);
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}
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`;
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const FRAGMENT_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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${GLSL_LIB_SNOISE}
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in vec2 in_uv;
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uniform vec2 in_resolution;
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uniform float u_scale;
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uniform float u_time;
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uniform float u_seed;
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uniform float u_angle;
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uniform float u_radius;
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uniform vec3 u_color;
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out vec4 out_color;
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void main() {
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float x_ratio = min(in_resolution.x / in_resolution.y, 1.0);
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float y_ratio = min(in_resolution.y / in_resolution.x, 1.0);
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float size = 1.0 / u_scale;
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float size_half = size / 2.0;
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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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vec2 uv = rotatedUV;
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float modX = mod(uv.x, size);
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float modY = mod(uv.y, size);
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vec2 pixelated_uv = vec2(
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(size * (floor((uv.x - 0.5 - size) / size) + 0.5)),
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(size * (floor((uv.y - 0.5 - size) / size) + 0.5))
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) + vec2(0.5 + size, 0.5 + size);
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float time = u_time * 0.00025;
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float noiseAScale = 1.0;
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float noiseAX = (pixelated_uv.x + u_seed) * (u_scale / noiseAScale);
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float noiseAY = (pixelated_uv.y + u_seed) * (u_scale / noiseAScale);
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float noiseA = snoise(vec3(noiseAX, noiseAY, time * 2.0));
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float noiseBScale = 32.0;
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float noiseBX = (pixelated_uv.x + u_seed) * (u_scale / noiseBScale);
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float noiseBY = (pixelated_uv.y + u_seed) * (u_scale / noiseBScale);
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float noiseB = snoise(vec3(noiseBX, noiseBY, time));
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float strength = 0.0;
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strength += noiseA * 0.2;
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strength += noiseB * 0.8;
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float opacity = min(max(strength, 0.0), 1.0);
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float threshold = ((u_radius / 2.0) / u_scale);
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if (length(vec2(modX - size_half, modY - size_half)) < threshold) {
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out_color = vec4(u_color.r, u_color.g, u_color.b, opacity);
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return;
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}
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out_color = vec4(0.0, 0.0, 0.0, 0.0);
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}
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`;
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const canvasEl = useTemplateRef('canvasEl');
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const props = withDefaults(defineProps<{
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scale?: number;
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}>(), {
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scale: 48,
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});
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let handle: ReturnType<typeof window['requestAnimationFrame']> | null = null;
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onMounted(() => {
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const canvas = canvasEl.value!;
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let width = canvas.offsetWidth;
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let height = canvas.offsetHeight;
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canvas.width = width;
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canvas.height = height;
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const maybeGl = canvas.getContext('webgl2', { preserveDrawingBuffer: false, alpha: true, premultipliedAlpha: false, antialias: true });
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if (maybeGl == null) return;
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const gl = maybeGl;
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const VERTICES = new Float32Array([-1, -1, -1, 1, 1, 1, -1, -1, 1, 1, 1, -1]);
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const vertexBuffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, VERTICES, gl.STATIC_DRAW);
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//gl.clearColor(0.0, 0.0, 0.0, 0.0);
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//gl.clear(gl.COLOR_BUFFER_BIT);
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const shaderProgram = initShaderProgram(gl, VERTEX_SHADER, FRAGMENT_SHADER);
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gl.useProgram(shaderProgram);
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const positionLocation = gl.getAttribLocation(shaderProgram, 'position');
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gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(positionLocation);
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const in_resolution = gl.getUniformLocation(shaderProgram, 'in_resolution');
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gl.uniform2fv(in_resolution, [canvas.width, canvas.height]);
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const u_time = gl.getUniformLocation(shaderProgram, 'u_time');
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const u_seed = gl.getUniformLocation(shaderProgram, 'u_seed');
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const u_scale = gl.getUniformLocation(shaderProgram, 'u_scale');
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const u_angle = gl.getUniformLocation(shaderProgram, 'u_angle');
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const u_radius = gl.getUniformLocation(shaderProgram, 'u_radius');
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const u_color = gl.getUniformLocation(shaderProgram, 'u_color');
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gl.uniform1f(u_seed, Math.random() * 1000);
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gl.uniform1f(u_scale, props.scale);
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gl.uniform1f(u_angle, 0.0);
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gl.uniform1f(u_radius, 0.15);
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gl.uniform3fv(u_color, [0.5, 1.0, 0]);
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if (isChromatic()) {
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gl.uniform1f(u_time, 0);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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} else {
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function render(timeStamp: number) {
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let sizeChanged = false;
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if (Math.abs(height - canvas.offsetHeight) > 2) {
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height = canvas.offsetHeight;
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canvas.height = height;
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sizeChanged = true;
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}
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if (Math.abs(width - canvas.offsetWidth) > 2) {
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width = canvas.offsetWidth;
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canvas.width = width;
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sizeChanged = true;
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}
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if (sizeChanged && gl) {
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gl.uniform2fv(in_resolution, [width, height]);
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gl.viewport(0, 0, width, height);
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}
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gl.uniform1f(u_time, timeStamp);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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handle = window.requestAnimationFrame(render);
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}
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handle = window.requestAnimationFrame(render);
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}
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});
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onUnmounted(() => {
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if (handle) {
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window.cancelAnimationFrame(handle);
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}
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// TODO: WebGLリソースの解放
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});
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</script>
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<style lang="scss" module>
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</style>
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