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fix(frontend): ぼかし・塗りつぶし・モザイクの画像エフェクトを修正 (#17155)
* fix(frontend): ぼかし・塗りつぶし・モザイクの画像エフェクトを修正 * Update Changelog * fix changelog [ci skip] * fix changelog [ci skip] * tweak --------- Co-authored-by: syuilo <4439005+syuilo@users.noreply.github.com>
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@@ -21,13 +21,20 @@ uniform float u_radius;
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uniform int u_samples;
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out vec4 out_color;
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float rand(vec2 value) {
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return fract(sin(dot(value, vec2(12.9898, 78.233))) * 43758.5453);
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}
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void main() {
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float angle = -(u_angle * PI);
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float aspect = in_resolution.x / max(in_resolution.y, 1.0);
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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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vec2 scaledUv = vec2(centeredUv.x * aspect, centeredUv.y);
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vec2 rotatedScaledUv = vec2(
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scaledUv.x * cos(angle) - scaledUv.y * sin(angle),
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scaledUv.x * sin(angle) + scaledUv.y * cos(angle)
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);
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vec2 rotatedUV = vec2(rotatedScaledUv.x / aspect, rotatedScaledUv.y) + u_offset;
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bool isInside = false;
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if (u_ellipse) {
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@@ -46,31 +53,29 @@ void main() {
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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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float normalizedRadius = u_radius / 100.0;
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float radiusPx = normalizedRadius * referenceSize;
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vec2 texelSize = 1.0 / in_resolution;
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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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int sampleCount = max(u_samples, 1);
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float sampleCountF = float(sampleCount);
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float jitter = rand(in_uv * in_resolution);
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float goldenAngle = 2.39996323;
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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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// Sample in a circular pattern to avoid axis-aligned artifacts
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for (int i = 0; i < sampleCount; i++) {
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float fi = float(i);
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float radius = sqrt((fi + 0.5) / sampleCountF);
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float theta = (fi + jitter) * goldenAngle;
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vec2 direction = vec2(cos(theta), sin(theta));
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vec2 offset = direction * (radiusPx * radius) * texelSize;
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vec2 sampleUV = in_uv + offset;
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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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if (sampleUV.x >= 0.0 && sampleUV.x <= 1.0 && sampleUV.y >= 0.0 && sampleUV.y <= 1.0) {
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float weight = exp(-radius * radius * 4.0);
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result += texture(in_texture, sampleUV) * weight;
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totalSamples += weight;
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}
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}
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