misskey/packages/frontend/src/utility/image-frame-renderer/frame.glsl

62 lines
1.7 KiB
GLSL

#version 300 es
precision mediump float;
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
in vec2 in_uv;
uniform sampler2D in_texture;
uniform vec2 in_resolution;
uniform sampler2D u_image;
uniform sampler2D u_topLabel;
uniform sampler2D u_bottomLabel;
uniform bool u_topLabelEnabled;
uniform bool u_bottomLabelEnabled;
uniform float u_paddingTop;
uniform float u_paddingBottom;
uniform float u_paddingLeft;
uniform float u_paddingRight;
uniform vec3 u_bg;
out vec4 out_color;
float remap(float value, float inputMin, float inputMax, float outputMin, float outputMax) {
return outputMin + (outputMax - outputMin) * ((value - inputMin) / (inputMax - inputMin));
}
vec3 blendAlpha(vec3 bg, vec4 fg) {
return fg.a * fg.rgb + (1.0 - fg.a) * bg;
}
void main() {
vec4 bg = vec4(u_bg, 1.0);
vec4 image_color = texture(u_image, vec2(
remap(in_uv.x, u_paddingLeft, 1.0 - u_paddingRight, 0.0, 1.0),
remap(in_uv.y, u_paddingTop, 1.0 - u_paddingBottom, 0.0, 1.0)
));
vec4 topLabel_color = u_topLabelEnabled ? texture(u_topLabel, vec2(
in_uv.x,
remap(in_uv.y, 0.0, u_paddingTop, 0.0, 1.0)
)) : bg;
vec4 bottomLabel_color = u_bottomLabelEnabled ? texture(u_bottomLabel, vec2(
in_uv.x,
remap(in_uv.y, 1.0 - u_paddingBottom, 1.0, 0.0, 1.0)
)) : bg;
if (in_uv.y < u_paddingTop) {
out_color = vec4(blendAlpha(bg.rgb, topLabel_color), 1.0);
} else if (in_uv.y > (1.0 - u_paddingBottom)) {
out_color = vec4(blendAlpha(bg.rgb, bottomLabel_color), 1.0);
} else {
if (in_uv.y > u_paddingTop && in_uv.x > u_paddingLeft && in_uv.x < (1.0 - u_paddingRight)) {
out_color = image_color;
} else {
out_color = bg;
}
}
}