154 lines
4.6 KiB
TypeScript
154 lines
4.6 KiB
TypeScript
/*
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* SPDX-FileCopyrightText: syuilo and misskey-project
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* SPDX-License-Identifier: AGPL-3.0-only
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*/
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import { defineImageEffectorFx } from '../ImageEffector.js';
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const shader = `#version 300 es
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precision mediump float;
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const float PI = 3.141592653589793;
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const float TWO_PI = 6.283185307179586;
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const float HALF_PI = 1.5707963267948966;
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in vec2 in_uv;
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uniform sampler2D in_texture;
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uniform vec2 in_resolution;
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uniform sampler2D u_texture_watermark;
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uniform vec2 u_resolution_watermark;
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uniform float u_scale;
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uniform float u_angle;
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uniform float u_opacity;
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uniform bool u_repeat;
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uniform int u_alignX; // 0: left, 1: center, 2: right
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uniform int u_alignY; // 0: top, 1: center, 2: bottom
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uniform float u_alignMargin;
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uniform int u_fitMode; // 0: contain, 1: cover
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out vec4 out_color;
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void main() {
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vec4 in_color = texture(in_texture, in_uv);
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float in_x_ratio = max(in_resolution.x / in_resolution.y, 1.0);
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float in_y_ratio = max(in_resolution.y / in_resolution.x, 1.0);
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bool contain = u_fitMode == 0;
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float x_ratio = u_resolution_watermark.x / in_resolution.x;
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float y_ratio = u_resolution_watermark.y / in_resolution.y;
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float aspect_ratio = contain ?
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(min(x_ratio, y_ratio) / max(x_ratio, y_ratio)) :
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(max(x_ratio, y_ratio) / min(x_ratio, y_ratio));
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float x_scale = contain ?
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(x_ratio > y_ratio ? 1.0 * u_scale : aspect_ratio * u_scale) :
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(x_ratio > y_ratio ? aspect_ratio * u_scale : 1.0 * u_scale);
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float y_scale = contain ?
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(y_ratio > x_ratio ? 1.0 * u_scale : aspect_ratio * u_scale) :
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(y_ratio > x_ratio ? aspect_ratio * u_scale : 1.0 * u_scale);
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float x_offset = u_alignX == 0 ? x_scale / 2.0 : u_alignX == 2 ? 1.0 - (x_scale / 2.0) : 0.5;
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float y_offset = u_alignY == 0 ? y_scale / 2.0 : u_alignY == 2 ? 1.0 - (y_scale / 2.0) : 0.5;
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x_offset += (u_alignX == 0 ? 1.0 : u_alignX == 2 ? -1.0 : 0.0) * u_alignMargin;
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y_offset += (u_alignY == 0 ? 1.0 : u_alignY == 2 ? -1.0 : 0.0) * u_alignMargin;
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float angle = -(u_angle * PI);
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vec2 center = vec2(x_offset, y_offset);
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//vec2 centeredUv = (in_uv - center) * vec2(in_x_ratio, in_y_ratio);
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vec2 centeredUv = (in_uv - center);
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vec2 rotatedUV = vec2(
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centeredUv.x * cos(angle) - centeredUv.y * sin(angle),
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centeredUv.x * sin(angle) + centeredUv.y * cos(angle)
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) + center;
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// trim
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if (!u_repeat) {
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bool isInside = rotatedUV.x > x_offset - (x_scale / 2.0) && rotatedUV.x < x_offset + (x_scale / 2.0) &&
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rotatedUV.y > y_offset - (y_scale / 2.0) && rotatedUV.y < y_offset + (y_scale / 2.0);
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if (!isInside) {
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out_color = in_color;
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return;
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}
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}
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vec4 watermark_color = texture(u_texture_watermark, vec2(
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(rotatedUV.x - (x_offset - (x_scale / 2.0))) / x_scale,
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(rotatedUV.y - (y_offset - (y_scale / 2.0))) / y_scale
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));
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out_color.r = mix(in_color.r, watermark_color.r, u_opacity * watermark_color.a);
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out_color.g = mix(in_color.g, watermark_color.g, u_opacity * watermark_color.a);
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out_color.b = mix(in_color.b, watermark_color.b, u_opacity * watermark_color.a);
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out_color.a = in_color.a * (1.0 - u_opacity * watermark_color.a) + watermark_color.a * u_opacity;
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}
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`;
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export const FX_watermarkPlacement = defineImageEffectorFx({
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id: 'watermarkPlacement',
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name: '(internal)',
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shader,
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uniforms: ['texture_watermark', 'resolution_watermark', 'scale', 'angle', 'opacity', 'repeat', 'alignX', 'alignY', 'alignMargin', 'fitMode'] as const,
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params: {
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cover: {
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type: 'boolean',
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default: false,
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},
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repeat: {
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type: 'boolean',
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default: false,
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},
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scale: {
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type: 'number',
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default: 0.3,
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min: 0.0,
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max: 1.0,
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step: 0.01,
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},
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angle: {
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type: 'number',
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default: 0,
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min: -1.0,
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max: 1.0,
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step: 0.01,
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},
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align: {
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type: 'align',
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default: { x: 'right', y: 'bottom', margin: 0 },
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},
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opacity: {
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type: 'number',
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default: 0.75,
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min: 0.0,
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max: 1.0,
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step: 0.01,
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},
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watermark: {
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type: 'texture',
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default: null,
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},
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},
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main: ({ gl, u, params, textures }) => {
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if (textures.watermark == null) {
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return;
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}
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gl.activeTexture(gl.TEXTURE1);
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gl.bindTexture(gl.TEXTURE_2D, textures.watermark.texture);
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gl.uniform1i(u.texture_watermark, 1);
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gl.uniform2fv(u.resolution_watermark, [textures.watermark.width, textures.watermark.height]);
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gl.uniform1f(u.scale, params.scale);
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gl.uniform1f(u.opacity, params.opacity);
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gl.uniform1f(u.angle, params.angle);
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gl.uniform1i(u.repeat, params.repeat ? 1 : 0);
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gl.uniform1i(u.alignX, params.align.x === 'left' ? 0 : params.align.x === 'right' ? 2 : 1);
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gl.uniform1i(u.alignY, params.align.y === 'top' ? 0 : params.align.y === 'bottom' ? 2 : 1);
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gl.uniform1f(u.alignMargin, params.align.margin ?? 0);
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gl.uniform1i(u.fitMode, params.cover ? 1 : 0);
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},
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});
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