From 93b1d434ae139884d5d2983692dde86a71fbcd0b Mon Sep 17 00:00:00 2001 From: "copilot-swe-agent[bot]" <198982749+Copilot@users.noreply.github.com> Date: Sat, 20 Sep 2025 03:04:45 +0000 Subject: [PATCH] Make blur radius resolution-independent Co-authored-by: syuilo <4439005+syuilo@users.noreply.github.com> --- .../frontend/src/utility/image-effector/fxs/blur.ts | 10 +++++++--- 1 file changed, 7 insertions(+), 3 deletions(-) diff --git a/packages/frontend/src/utility/image-effector/fxs/blur.ts b/packages/frontend/src/utility/image-effector/fxs/blur.ts index 144e3f39fc..b682ba8b7d 100644 --- a/packages/frontend/src/utility/image-effector/fxs/blur.ts +++ b/packages/frontend/src/utility/image-effector/fxs/blur.ts @@ -17,14 +17,18 @@ uniform int u_samples; out vec4 out_color; void main() { - vec2 texelSize = 1.0 / in_resolution; vec4 result = vec4(0.0); float totalSamples = 0.0; // Simple box blur with configurable sample count // The radius controls visual blur size, samples controls quality within that radius int samples = min(u_samples, 128); - float radius = u_radius; + + // 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 @@ -38,7 +42,7 @@ void main() { float normalizedY = float(y) / float(sampleRadius); // Scale by radius to get the actual sampling offset - vec2 offset = vec2(normalizedX, normalizedY) * texelSize * radius; + vec2 offset = vec2(normalizedX, normalizedY) * blurOffset; vec2 sampleUV = in_uv + offset; // Only sample if within texture bounds