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-rw-r--r--packages/frontend/src/utility/image-compositor-functions/blur.glsl55
1 files changed, 30 insertions, 25 deletions
diff --git a/packages/frontend/src/utility/image-compositor-functions/blur.glsl b/packages/frontend/src/utility/image-compositor-functions/blur.glsl
index e591267887..dc48c2ae94 100644
--- a/packages/frontend/src/utility/image-compositor-functions/blur.glsl
+++ b/packages/frontend/src/utility/image-compositor-functions/blur.glsl
@@ -21,13 +21,20 @@ uniform float u_radius;
uniform int u_samples;
out vec4 out_color;
+float rand(vec2 value) {
+ return fract(sin(dot(value, vec2(12.9898, 78.233))) * 43758.5453);
+}
+
void main() {
float angle = -(u_angle * PI);
+ float aspect = in_resolution.x / max(in_resolution.y, 1.0);
vec2 centeredUv = in_uv - vec2(0.5, 0.5) - u_offset;
- vec2 rotatedUV = vec2(
- centeredUv.x * cos(angle) - centeredUv.y * sin(angle),
- centeredUv.x * sin(angle) + centeredUv.y * cos(angle)
- ) + u_offset;
+ vec2 scaledUv = vec2(centeredUv.x * aspect, centeredUv.y);
+ vec2 rotatedScaledUv = vec2(
+ scaledUv.x * cos(angle) - scaledUv.y * sin(angle),
+ scaledUv.x * sin(angle) + scaledUv.y * cos(angle)
+ );
+ vec2 rotatedUV = vec2(rotatedScaledUv.x / aspect, rotatedScaledUv.y) + u_offset;
bool isInside = false;
if (u_ellipse) {
@@ -46,31 +53,29 @@ void main() {
float totalSamples = 0.0;
// Make blur radius resolution-independent by using a percentage of image size
- // This ensures consistent visual blur regardless of image resolution
float referenceSize = min(in_resolution.x, in_resolution.y);
- float normalizedRadius = u_radius / 100.0; // Convert radius to percentage (0-15 -> 0-0.15)
- vec2 blurOffset = vec2(normalizedRadius) / in_resolution * referenceSize;
-
- // Calculate how many samples to take in each direction
- // This determines the grid density, not the blur extent
- int sampleRadius = int(sqrt(float(u_samples)) / 2.0);
+ float normalizedRadius = u_radius / 100.0;
+ float radiusPx = normalizedRadius * referenceSize;
+ vec2 texelSize = 1.0 / in_resolution;
- // Sample in a grid pattern within the specified radius
- for (int x = -sampleRadius; x <= sampleRadius; x++) {
- for (int y = -sampleRadius; y <= sampleRadius; y++) {
- // Normalize the grid position to [-1, 1] range
- float normalizedX = float(x) / float(sampleRadius);
- float normalizedY = float(y) / float(sampleRadius);
+ int sampleCount = max(u_samples, 1);
+ float sampleCountF = float(sampleCount);
+ float jitter = rand(in_uv * in_resolution);
+ float goldenAngle = 2.39996323;
- // Scale by radius to get the actual sampling offset
- vec2 offset = vec2(normalizedX, normalizedY) * blurOffset;
- vec2 sampleUV = in_uv + offset;
+ // Sample in a circular pattern to avoid axis-aligned artifacts
+ for (int i = 0; i < sampleCount; i++) {
+ float fi = float(i);
+ float radius = sqrt((fi + 0.5) / sampleCountF);
+ float theta = (fi + jitter) * goldenAngle;
+ vec2 direction = vec2(cos(theta), sin(theta));
+ vec2 offset = direction * (radiusPx * radius) * texelSize;
+ vec2 sampleUV = in_uv + offset;
- // Only sample if within texture bounds
- if (sampleUV.x >= 0.0 && sampleUV.x <= 1.0 && sampleUV.y >= 0.0 && sampleUV.y <= 1.0) {
- result += texture(in_texture, sampleUV);
- totalSamples += 1.0;
- }
+ if (sampleUV.x >= 0.0 && sampleUV.x <= 1.0 && sampleUV.y >= 0.0 && sampleUV.y <= 1.0) {
+ float weight = exp(-radius * radius * 4.0);
+ result += texture(in_texture, sampleUV) * weight;
+ totalSamples += weight;
}
}