Enhance blur quality with explicit diagonal sampling and fix parameter configuration
Co-authored-by: syuilo <4439005+syuilo@users.noreply.github.com>
This commit is contained in:
parent
f90435a6be
commit
ffbc6eeba7
|
@ -19,28 +19,33 @@ out vec4 out_color;
|
||||||
void main() {
|
void main() {
|
||||||
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
|
||||||
|
// 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
|
// Make blur radius resolution-independent by using a percentage of image size
|
||||||
// This ensures consistent visual blur regardless of image resolution
|
// This ensures consistent visual blur regardless of image resolution
|
||||||
float referenceSize = min(in_resolution.x, in_resolution.y);
|
float referenceSize = min(in_resolution.x, in_resolution.y);
|
||||||
float normalizedRadius = u_radius / 100.0; // Convert radius to percentage (0-15 -> 0-0.15)
|
float normalizedRadius = u_radius / 100.0; // Convert radius to percentage (0-15 -> 0-0.15)
|
||||||
vec2 blurOffset = vec2(normalizedRadius) / in_resolution * referenceSize;
|
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
|
||||||
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
|
// 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 x = -sampleRadius; x <= sampleRadius; x++) {
|
||||||
for (int y = -sampleRadius; y <= sampleRadius; y++) {
|
for (int y = -sampleRadius; y <= sampleRadius; y++) {
|
||||||
// Normalize the grid position to [-1, 1] range
|
// Normalize the grid position to [-1, 1] range
|
||||||
float normalizedX = float(x) / float(sampleRadius);
|
float normalizedX = float(x) / float(sampleRadius);
|
||||||
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) * blurOffset;
|
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
|
||||||
if (sampleUV.x >= 0.0 && sampleUV.x <= 1.0 && sampleUV.y >= 0.0 && sampleUV.y <= 1.0) {
|
if (sampleUV.x >= 0.0 && sampleUV.x <= 1.0 && sampleUV.y >= 0.0 && sampleUV.y <= 1.0) {
|
||||||
result += texture(in_texture, sampleUV);
|
result += texture(in_texture, sampleUV);
|
||||||
|
@ -48,7 +53,7 @@ void main() {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
out_color = totalSamples > 0.0 ? result / totalSamples : texture(in_texture, in_uv);
|
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,
|
uniforms: ['radius', 'samples'] as const,
|
||||||
params: {
|
params: {
|
||||||
radius: {
|
radius: {
|
||||||
label: i18n.ts._imageEffector._fxProps.strength,
|
label: i18n.ts._imageEffector._fxProps.radius,
|
||||||
type: 'number',
|
type: 'number',
|
||||||
default: 3.0,
|
default: 3.0,
|
||||||
min: 0.0,
|
min: 0.0,
|
||||||
max: 20.0,
|
max: 15.0,
|
||||||
step: 0.5,
|
step: 0.5,
|
||||||
},
|
},
|
||||||
|
samples: {
|
||||||
|
label: i18n.ts._imageEffector._fxProps.samples,
|
||||||
|
type: 'number',
|
||||||
|
default: 64,
|
||||||
|
min: 9,
|
||||||
|
max: 128,
|
||||||
|
step: 1,
|
||||||
|
},
|
||||||
},
|
},
|
||||||
main: ({ gl, u, params }) => {
|
main: ({ gl, u, params }) => {
|
||||||
gl.uniform1f(u.radius, params.radius);
|
gl.uniform1f(u.radius, params.radius);
|
||||||
gl.uniform1i(u.samples, 256);
|
gl.uniform1i(u.samples, params.samples);
|
||||||
},
|
},
|
||||||
});
|
});
|
||||||
|
|
Loading…
Reference in New Issue