#version 300 es precision mediump float; /* * SPDX-FileCopyrightText: syuilo and misskey-project * SPDX-License-Identifier: AGPL-3.0-only */ 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 vec2 u_offset; uniform vec2 u_scale; uniform bool u_ellipse; uniform float u_angle; 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 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) { vec2 norm = (rotatedUV - u_offset) / u_scale; isInside = dot(norm, norm) <= 1.0; } else { isInside = rotatedUV.x > u_offset.x - u_scale.x && rotatedUV.x < u_offset.x + u_scale.x && rotatedUV.y > u_offset.y - u_scale.y && rotatedUV.y < u_offset.y + u_scale.y; } if (!isInside) { out_color = texture(in_texture, in_uv); return; } vec4 result = vec4(0.0); float totalSamples = 0.0; // Make blur radius resolution-independent by using a percentage of image size float referenceSize = min(in_resolution.x, in_resolution.y); float normalizedRadius = u_radius / 100.0; float radiusPx = normalizedRadius * referenceSize; vec2 texelSize = 1.0 / in_resolution; int sampleCount = max(u_samples, 1); float sampleCountF = float(sampleCount); float jitter = rand(in_uv * in_resolution); float goldenAngle = 2.39996323; // 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; 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; } } out_color = totalSamples > 0.0 ? result / totalSamples : texture(in_texture, in_uv); }