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path: root/packages/frontend/src/utility/image-compositor-functions/blur.glsl
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#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;

void main() {
	float angle = -(u_angle * PI);
	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;

	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
	// 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);

	// 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);

			// Scale by radius to get the actual sampling offset
			vec2 offset = vec2(normalizedX, normalizedY) * blurOffset;
			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;
			}
		}
	}

	out_color = totalSamples > 0.0 ? result / totalSamples : texture(in_texture, in_uv);
}