Fix blur size independence from sample count
Co-authored-by: syuilo <4439005+syuilo@users.noreply.github.com>
This commit is contained in:
parent
c33d349390
commit
4b93e5fd7b
|
@ -22,17 +22,23 @@ void main() {
|
|||
float totalSamples = 0.0;
|
||||
|
||||
// Simple box blur with configurable sample count
|
||||
// Based on the original cross pattern but with more samples
|
||||
// The radius controls visual blur size, samples controls quality within that radius
|
||||
int samples = min(u_samples, 128);
|
||||
float radius = u_radius;
|
||||
|
||||
// Calculate how many samples to take in each direction
|
||||
// This determines the grid density, not the blur extent
|
||||
int sampleRadius = int(sqrt(float(samples)) / 2.0);
|
||||
|
||||
// Sample in a grid pattern around the center
|
||||
// Sample in a grid pattern within the specified radius
|
||||
for (int x = -sampleRadius; x <= sampleRadius; x++) {
|
||||
for (int y = -sampleRadius; y <= sampleRadius; y++) {
|
||||
vec2 offset = vec2(float(x), float(y)) * texelSize * radius;
|
||||
// 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) * texelSize * radius;
|
||||
vec2 sampleUV = in_uv + offset;
|
||||
|
||||
// Only sample if within texture bounds
|
||||
|
|
Loading…
Reference in New Issue