Make blur radius resolution-independent
Co-authored-by: syuilo <4439005+syuilo@users.noreply.github.com>
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@ -17,14 +17,18 @@ uniform int u_samples;
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out vec4 out_color;
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out vec4 out_color;
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void main() {
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void main() {
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vec2 texelSize = 1.0 / in_resolution;
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vec4 result = vec4(0.0);
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vec4 result = vec4(0.0);
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float totalSamples = 0.0;
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float totalSamples = 0.0;
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// Simple box blur with configurable sample count
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// Simple box blur with configurable sample count
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// The radius controls visual blur size, samples controls quality within that radius
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// The radius controls visual blur size, samples controls quality within that radius
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int samples = min(u_samples, 128);
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int samples = min(u_samples, 128);
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float radius = u_radius;
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// Make blur radius resolution-independent by using a percentage of image size
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// This ensures consistent visual blur regardless of image resolution
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float referenceSize = min(in_resolution.x, in_resolution.y);
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float normalizedRadius = u_radius / 100.0; // Convert radius to percentage (0-15 -> 0-0.15)
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vec2 blurOffset = vec2(normalizedRadius) / in_resolution * referenceSize;
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// Calculate how many samples to take in each direction
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// Calculate how many samples to take in each direction
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// This determines the grid density, not the blur extent
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// This determines the grid density, not the blur extent
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@ -38,7 +42,7 @@ void main() {
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float normalizedY = float(y) / float(sampleRadius);
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float normalizedY = float(y) / float(sampleRadius);
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// Scale by radius to get the actual sampling offset
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// Scale by radius to get the actual sampling offset
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vec2 offset = vec2(normalizedX, normalizedY) * texelSize * radius;
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vec2 offset = vec2(normalizedX, normalizedY) * blurOffset;
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vec2 sampleUV = in_uv + offset;
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vec2 sampleUV = in_uv + offset;
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// Only sample if within texture bounds
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// Only sample if within texture bounds
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