/* * 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; const float PI = 3.141592653589793; const float TWO_PI = 6.283185307179586; const float HALF_PI = 1.5707963267948966; in vec2 in_uv; uniform sampler2D in_texture; uniform vec2 in_resolution; uniform sampler2D u_texture_watermark; 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 float u_alignMargin; uniform int u_fitMode; // 0: contain, 1: cover out vec4 out_color; void main() { vec4 in_color = texture(in_texture, in_uv); float in_x_ratio = max(in_resolution.x / in_resolution.y, 1.0); float in_y_ratio = max(in_resolution.y / in_resolution.x, 1.0); bool contain = u_fitMode == 0; float x_ratio = u_resolution_watermark.x / in_resolution.x; float y_ratio = u_resolution_watermark.y / in_resolution.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; x_offset += (u_alignX == 0 ? 1.0 : u_alignX == 2 ? -1.0 : 0.0) * u_alignMargin; y_offset += (u_alignY == 0 ? 1.0 : u_alignY == 2 ? -1.0 : 0.0) * u_alignMargin; float angle = -(u_angle * PI); vec2 center = vec2(x_offset, y_offset); //vec2 centeredUv = (in_uv - center) * vec2(in_x_ratio, in_y_ratio); vec2 centeredUv = (in_uv - center); vec2 rotatedUV = vec2( centeredUv.x * cos(angle) - centeredUv.y * sin(angle), centeredUv.x * sin(angle) + centeredUv.y * cos(angle) ) + center; // trim if (!u_repeat) { bool isInside = rotatedUV.x > x_offset - (x_scale / 2.0) && rotatedUV.x < x_offset + (x_scale / 2.0) && rotatedUV.y > y_offset - (y_scale / 2.0) && rotatedUV.y < y_offset + (y_scale / 2.0); if (!isInside) { out_color = in_color; return; } } vec4 watermark_color = texture(u_texture_watermark, vec2( (rotatedUV.x - (x_offset - (x_scale / 2.0))) / x_scale, (rotatedUV.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', name: '(internal)', shader, uniforms: ['texture_watermark', 'resolution_watermark', 'scale', 'angle', 'opacity', 'repeat', 'alignX', 'alignY', 'alignMargin', 'fitMode'] as const, params: { cover: { type: 'boolean', default: false, }, repeat: { type: 'boolean', default: false, }, scale: { type: 'number', default: 0.3, min: 0.0, max: 1.0, step: 0.01, }, angle: { type: 'number', default: 0, min: -1.0, max: 1.0, step: 0.01, }, align: { type: 'align', default: { x: 'right', y: 'bottom', margin: 0 }, }, opacity: { type: 'number', default: 0.75, min: 0.0, max: 1.0, step: 0.01, }, watermark: { type: 'texture', default: null, }, }, main: ({ gl, u, params, textures }) => { if (textures.watermark == null) { return; } gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, textures.watermark.texture); gl.uniform1i(u.texture_watermark, 1); gl.uniform2fv(u.resolution_watermark, [textures.watermark.width, textures.watermark.height]); gl.uniform1f(u.scale, params.scale); gl.uniform1f(u.opacity, params.opacity); gl.uniform1f(u.angle, params.angle); gl.uniform1i(u.repeat, params.repeat ? 1 : 0); gl.uniform1i(u.alignX, params.align.x === 'left' ? 0 : params.align.x === 'right' ? 2 : 1); gl.uniform1i(u.alignY, params.align.y === 'top' ? 0 : params.align.y === 'bottom' ? 2 : 1); gl.uniform1f(u.alignMargin, params.align.margin ?? 0); gl.uniform1i(u.fitMode, params.cover ? 1 : 0); }, });