/* * SPDX-FileCopyrightText: syuilo and misskey-project * SPDX-License-Identifier: AGPL-3.0-only */ 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 vec2 u_pos; uniform float u_frequency; uniform bool u_thresholdEnabled; uniform float u_threshold; uniform float u_maskSize; uniform bool u_black; out vec4 out_color; void main() { vec4 in_color = texture(in_texture, in_uv); float angle = atan(-u_pos.y + (in_uv.y), -u_pos.x + (in_uv.x)); float t = (1.0 + sin(angle * u_frequency)) / 2.0; if (u_thresholdEnabled) t = t > u_threshold ? 1.0 : 0.0; float d = distance(in_uv * vec2(2.0, 2.0), u_pos * vec2(2.0, 2.0)); float mask = d < u_maskSize ? 0.0 : ((d - u_maskSize) * (1.0 + (u_maskSize * 2.0))); out_color = vec4( mix(in_color.r, u_black ? 0.0 : 1.0, t * mask), mix(in_color.g, u_black ? 0.0 : 1.0, t * mask), mix(in_color.b, u_black ? 0.0 : 1.0, t * mask), in_color.a ); } `; export const FX_zoomLines = defineImageEffectorFx({ id: 'zoomLines' as const, name: i18n.ts._imageEffector._fxs.zoomLines, shader, uniforms: ['pos', 'frequency', 'thresholdEnabled', 'threshold', 'maskSize', 'black'] as const, params: { x: { type: 'number' as const, default: 0.0, min: -1.0, max: 1.0, step: 0.01, }, y: { type: 'number' as const, default: 0.0, min: -1.0, max: 1.0, step: 0.01, }, frequency: { type: 'number' as const, default: 30.0, min: 1.0, max: 200.0, step: 0.1, }, thresholdEnabled: { type: 'boolean' as const, default: true, }, threshold: { type: 'number' as const, default: 0.8, min: 0.0, max: 1.0, step: 0.01, }, maskSize: { type: 'number' as const, default: 0.5, min: 0.0, max: 1.0, step: 0.01, }, black: { type: 'boolean' as const, default: false, }, }, main: ({ gl, u, params }) => { gl.uniform2f(u.pos, (1.0 + params.x) / 2.0, (1.0 + params.y) / 2.0); gl.uniform1f(u.frequency, params.frequency); gl.uniform1i(u.thresholdEnabled, params.thresholdEnabled ? 1 : 0); gl.uniform1f(u.threshold, params.threshold); gl.uniform1f(u.maskSize, params.maskSize); gl.uniform1i(u.black, params.black ? 1 : 0); }, });