Make blur radius resolution-independent

Co-authored-by: syuilo <4439005+syuilo@users.noreply.github.com>
This commit is contained in:
copilot-swe-agent[bot] 2025-09-20 03:04:45 +00:00
parent 4b93e5fd7b
commit 93b1d434ae
1 changed files with 7 additions and 3 deletions

View File

@ -17,14 +17,18 @@ uniform int u_samples;
out vec4 out_color; out vec4 out_color;
void main() { void main() {
vec2 texelSize = 1.0 / in_resolution;
vec4 result = vec4(0.0); vec4 result = vec4(0.0);
float totalSamples = 0.0; float totalSamples = 0.0;
// Simple box blur with configurable sample count // Simple box blur with configurable sample count
// The radius controls visual blur size, samples controls quality within that radius // The radius controls visual blur size, samples controls quality within that radius
int samples = min(u_samples, 128); 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 // Calculate how many samples to take in each direction
// This determines the grid density, not the blur extent // This determines the grid density, not the blur extent
@ -38,7 +42,7 @@ void main() {
float normalizedY = float(y) / float(sampleRadius); float normalizedY = float(y) / float(sampleRadius);
// Scale by radius to get the actual sampling offset // 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; vec2 sampleUV = in_uv + offset;
// Only sample if within texture bounds // Only sample if within texture bounds