/* * 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', name: i18n.ts._imageEffector._fxs.glitch + ': ' + i18n.ts._imageEffector._fxs.blockNoise, shader, uniforms: ['amount', 'channelShift'] as const, params: { amount: { label: i18n.ts._imageEffector._fxProps.amount, type: 'number', default: 50, min: 1, max: 100, step: 1, }, strength: { label: i18n.ts._imageEffector._fxProps.strength, type: 'number', default: 0.05, min: -1, max: 1, step: 0.01, toViewValue: v => Math.round(v * 100) + '%', }, width: { label: i18n.ts.width, type: 'number', default: 0.05, min: 0.01, max: 1, step: 0.01, toViewValue: v => Math.round(v * 100) + '%', }, height: { label: i18n.ts.height, type: 'number', default: 0.01, min: 0.01, max: 1, step: 0.01, toViewValue: v => Math.round(v * 100) + '%', }, channelShift: { label: i18n.ts._imageEffector._fxProps.glitchChannelShift, type: 'number', default: 0, min: 0, max: 10, step: 0.01, toViewValue: v => Math.round(v * 100) + '%', }, seed: { label: i18n.ts._imageEffector._fxProps.seed, type: 'seed', 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); } }, });