/* * SPDX-FileCopyrightText: syuilo and misskey-project * SPDX-License-Identifier: AGPL-3.0-only */ import { defineImageEffectorFx } from '../ImageEffector.js'; const shader = `#version 300 es precision mediump float; in vec2 in_uv; uniform sampler2D u_texture_src; uniform sampler2D u_texture_watermark; uniform vec2 u_resolution_src; uniform vec2 u_resolution_watermark; uniform float u_scale; uniform float u_angle; uniform float u_opacity; uniform bool u_repeat; uniform int u_alignX; // 0: left, 1: center, 2: right uniform int u_alignY; // 0: top, 1: center, 2: bottom uniform int u_fitMode; // 0: contain, 1: cover out vec4 out_color; void main() { vec4 in_color = texture(u_texture_src, in_uv); bool contain = u_fitMode == 0; float x_ratio = u_resolution_watermark.x / u_resolution_src.x; float y_ratio = u_resolution_watermark.y / u_resolution_src.y; float aspect_ratio = contain ? (min(x_ratio, y_ratio) / max(x_ratio, y_ratio)) : (max(x_ratio, y_ratio) / min(x_ratio, y_ratio)); float x_scale = contain ? (x_ratio > y_ratio ? 1.0 * u_scale : aspect_ratio * u_scale) : (x_ratio > y_ratio ? aspect_ratio * u_scale : 1.0 * u_scale); float y_scale = contain ? (y_ratio > x_ratio ? 1.0 * u_scale : aspect_ratio * u_scale) : (y_ratio > x_ratio ? aspect_ratio * u_scale : 1.0 * u_scale); float x_offset = u_alignX == 0 ? x_scale / 2.0 : u_alignX == 2 ? 1.0 - (x_scale / 2.0) : 0.5; float y_offset = u_alignY == 0 ? y_scale / 2.0 : u_alignY == 2 ? 1.0 - (y_scale / 2.0) : 0.5; if (!u_repeat) { bool isInside = in_uv.x > x_offset - (x_scale / 2.0) && in_uv.x < x_offset + (x_scale / 2.0) && in_uv.y > y_offset - (y_scale / 2.0) && in_uv.y < y_offset + (y_scale / 2.0); if (!isInside) { out_color = in_color; return; } } vec4 watermark_color = texture(u_texture_watermark, vec2( (in_uv.x - (x_offset - (x_scale / 2.0))) / x_scale, (in_uv.y - (y_offset - (y_scale / 2.0))) / y_scale )); out_color.r = mix(in_color.r, watermark_color.r, u_opacity * watermark_color.a); out_color.g = mix(in_color.g, watermark_color.g, u_opacity * watermark_color.a); out_color.b = mix(in_color.b, watermark_color.b, u_opacity * watermark_color.a); out_color.a = in_color.a * (1.0 - u_opacity * watermark_color.a) + watermark_color.a * u_opacity; } `; export const FX_watermarkPlacement = defineImageEffectorFx({ id: 'watermarkPlacement' as const, name: '(internal)', shader, params: { cover: { type: 'boolean' as const, default: false, }, repeat: { type: 'boolean' as const, default: false, }, scale: { type: 'number' as const, default: 0.3, min: 0.0, max: 1.0, step: 0.01, }, align: { type: 'align' as const, default: { x: 'right', y: 'bottom' }, }, opacity: { type: 'number' as const, default: 0.75, min: 0.0, max: 1.0, step: 0.01, }, }, main: ({ gl, program, params, preTexture, width, height, watermark }) => { if (watermark == null) { return; } gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, preTexture); const u_texture_src = gl.getUniformLocation(program, 'u_texture_src'); gl.uniform1i(u_texture_src, 0); gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, watermark.texture); const u_texture_watermark = gl.getUniformLocation(program, 'u_texture_watermark'); gl.uniform1i(u_texture_watermark, 1); const u_resolution_src = gl.getUniformLocation(program, 'u_resolution_src'); gl.uniform2fv(u_resolution_src, [width, height]); const u_resolution_watermark = gl.getUniformLocation(program, 'u_resolution_watermark'); gl.uniform2fv(u_resolution_watermark, [watermark.width, watermark.height]); const u_scale = gl.getUniformLocation(program, 'u_scale'); gl.uniform1f(u_scale, params.scale); const u_opacity = gl.getUniformLocation(program, 'u_opacity'); gl.uniform1f(u_opacity, params.opacity); const u_angle = gl.getUniformLocation(program, 'u_angle'); gl.uniform1f(u_angle, 0.0); const u_repeat = gl.getUniformLocation(program, 'u_repeat'); gl.uniform1i(u_repeat, params.repeat ? 1 : 0); const u_alignX = gl.getUniformLocation(program, 'u_alignX'); gl.uniform1i(u_alignX, params.align.x === 'left' ? 0 : params.align.x === 'right' ? 2 : 1); const u_alignY = gl.getUniformLocation(program, 'u_alignY'); gl.uniform1i(u_alignY, params.align.y === 'top' ? 0 : params.align.y === 'bottom' ? 2 : 1); const u_fitMode = gl.getUniformLocation(program, 'u_fitMode'); gl.uniform1i(u_fitMode, params.cover ? 1 : 0); }, });