79 lines
2.5 KiB
GLSL
79 lines
2.5 KiB
GLSL
#version 300 es
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precision mediump float;
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/*
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* SPDX-FileCopyrightText: syuilo and misskey-project
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* SPDX-License-Identifier: AGPL-3.0-only
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*/
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const float PI = 3.141592653589793;
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const float TWO_PI = 6.283185307179586;
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const float HALF_PI = 1.5707963267948966;
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in vec2 in_uv;
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uniform sampler2D in_texture;
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uniform vec2 in_resolution;
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uniform vec2 u_offset;
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uniform vec2 u_scale;
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uniform bool u_ellipse;
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uniform float u_angle;
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uniform float u_radius;
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uniform int u_samples;
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out vec4 out_color;
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void main() {
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float angle = -(u_angle * PI);
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vec2 centeredUv = in_uv - vec2(0.5, 0.5) - u_offset;
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vec2 rotatedUV = vec2(
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centeredUv.x * cos(angle) - centeredUv.y * sin(angle),
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centeredUv.x * sin(angle) + centeredUv.y * cos(angle)
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) + u_offset;
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bool isInside = false;
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if (u_ellipse) {
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vec2 norm = (rotatedUV - u_offset) / u_scale;
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isInside = dot(norm, norm) <= 1.0;
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} else {
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isInside = rotatedUV.x > u_offset.x - u_scale.x && rotatedUV.x < u_offset.x + u_scale.x && rotatedUV.y > u_offset.y - u_scale.y && rotatedUV.y < u_offset.y + u_scale.y;
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}
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if (!isInside) {
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out_color = texture(in_texture, in_uv);
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return;
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}
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vec4 result = vec4(0.0);
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float totalSamples = 0.0;
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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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// This determines the grid density, not the blur extent
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int sampleRadius = int(sqrt(float(u_samples)) / 2.0);
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// Sample in a grid pattern within the specified radius
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for (int x = -sampleRadius; x <= sampleRadius; x++) {
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for (int y = -sampleRadius; y <= sampleRadius; y++) {
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// Normalize the grid position to [-1, 1] range
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float normalizedX = float(x) / 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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vec2 offset = vec2(normalizedX, normalizedY) * blurOffset;
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vec2 sampleUV = in_uv + offset;
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// Only sample if within texture bounds
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if (sampleUV.x >= 0.0 && sampleUV.x <= 1.0 && sampleUV.y >= 0.0 && sampleUV.y <= 1.0) {
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result += texture(in_texture, sampleUV);
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totalSamples += 1.0;
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}
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}
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}
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out_color = totalSamples > 0.0 ? result / totalSamples : texture(in_texture, in_uv);
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}
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