From ffbc6eeba70dc9a3448dcb133d56b9fb776fc636 Mon Sep 17 00:00:00 2001 From: "copilot-swe-agent[bot]" <198982749+Copilot@users.noreply.github.com> Date: Sat, 20 Sep 2025 03:26:03 +0000 Subject: [PATCH] Enhance blur quality with explicit diagonal sampling and fix parameter configuration Co-authored-by: syuilo <4439005+syuilo@users.noreply.github.com> --- .../src/utility/image-effector/fxs/blur.ts | 33 +++++++++++++------ 1 file changed, 23 insertions(+), 10 deletions(-) diff --git a/packages/frontend/src/utility/image-effector/fxs/blur.ts b/packages/frontend/src/utility/image-effector/fxs/blur.ts index 8febe39046..854482b308 100644 --- a/packages/frontend/src/utility/image-effector/fxs/blur.ts +++ b/packages/frontend/src/utility/image-effector/fxs/blur.ts @@ -19,28 +19,33 @@ out vec4 out_color; void main() { 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); + // 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); - + int sampleRadius = int(sqrt(float(samples)) / 2.0); + // Sample in a grid pattern within the specified radius + // This includes horizontal, vertical, and diagonal directions for better quality 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); @@ -48,7 +53,7 @@ void main() { } } } - + out_color = totalSamples > 0.0 ? result / totalSamples : texture(in_texture, in_uv); } `; @@ -60,16 +65,24 @@ export const FX_blur = defineImageEffectorFx({ uniforms: ['radius', 'samples'] as const, params: { radius: { - label: i18n.ts._imageEffector._fxProps.strength, + label: i18n.ts._imageEffector._fxProps.radius, type: 'number', default: 3.0, min: 0.0, - max: 20.0, + max: 15.0, step: 0.5, }, + samples: { + label: i18n.ts._imageEffector._fxProps.samples, + type: 'number', + default: 64, + min: 9, + max: 128, + step: 1, + }, }, main: ({ gl, u, params }) => { gl.uniform1f(u.radius, params.radius); - gl.uniform1i(u.samples, 256); + gl.uniform1i(u.samples, params.samples); }, });