framefields 2.0.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENCE +202 -0
- package/README.md +740 -0
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import{a as le}from"./chunk-XOEEGC4Z.mjs";import{b as ue,c as oe}from"./chunk-IYVN2QEL.mjs";import{a as f}from"./chunk-NQZKBFC6.mjs";import{a as se}from"./chunk-YSTLMWCG.mjs";import{d as I}from"./chunk-6YJP57MZ.mjs";import{e as P}from"./chunk-BVF64D6H.mjs";P();P();P();var Q=100,Be=le().field("blurType",f.enum(["Gaussian","Box","Median","Motion","Bilateral","Edge-preserving","Radial","Zoom"]).default("Gaussian"),{bindable:!1,label:"Blur Type"}).field("strength",f.number().min(0).max(Q).default(5),{bindable:!0,dataTypes:["Number","Signal"],label:"Strength Signal",description:"The intensity of the blur. 0 = no blur. Can be modulated by a static number or a dynamic signal."}).field("angle",f.number().int().min(0).max(360).default(0),{bindable:!1,signal:!0,label:"Angle",description:"Direction of a Motion blur, in degrees."}).field("sigmaColor",f.number().min(.01).max(1).default(.1),{bindable:!0,dataTypes:["Number","Signal"],label:"Color Sigma Signal",description:"Sigma value for color space in Bilateral / Edge-preserving blurs. Can be modulated by a static number or a dynamic signal."}).field("centerX",f.number().min(0).max(1).default(.5),{bindable:!0,dataTypes:["Number","Signal"],label:"Center X Signal",description:"The X coordinate of the blur center (0.0 to 1.0). Can be modulated by a static number or a dynamic signal."}).field("centerY",f.number().min(0).max(1).default(.5),{bindable:!0,dataTypes:["Number","Signal"],label:"Center Y Signal",description:"The Y coordinate of the blur center (0.0 to 1.0). Can be modulated by a static number or a dynamic signal."}).field("partialBlur",f.boolean().default(!1),{bindable:!1,signal:!0,label:"Partial Blur",description:"Blurs only a specific circular area around center point."}).field("radius",f.number().min(.01).max(1).default(.3),{bindable:!0,dataTypes:["Number","Signal"],label:"Partial Radius Signal",description:"Radius of the partial blur region (0.01 to 1.0). Can be modulated by a static number or a dynamic signal."}).field("radiusY",f.number().min(0).max(1).default(0),{bindable:!0,dataTypes:["Number","Signal"],label:"Partial Radius Y Signal",description:"Vertical radius of the partial blur region (0 to 1.0). 0 reuses the horizontal radius."}).field("shape",f.enum(["ellipse","circle","rect"]).default("circle"),{bindable:!1,label:"Partial Shape",description:"Shape of the partial blur region."}).build(),Xe=Be.schema,Ie=f.union([ue,oe]);var b=`
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struct BlurUniforms {
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dirX : f32,
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dirY : f32,
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strength : f32,
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angle : f32,
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sigmaColor : f32,
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centerX : f32,
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centerY : f32,
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radius : f32,
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partialBlur : f32,
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hasStrengthSig : f32,
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hasSigmaColorSig: f32,
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hasCenterXSig : f32,
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hasCenterYSig : f32,
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hasRadiusSig : f32,
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radiusY : f32,
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shape : f32,
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};
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@group(0) @binding(0) var<uniform> u : BlurUniforms;
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@group(1) @binding(0) var tex : texture_2d<f32>;
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@group(1) @binding(1) var samp : sampler;
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@group(1) @binding(2) var origTex : texture_2d<f32>;
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@group(2) @binding(0) var strengthSigTex : texture_2d<f32>;
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@group(2) @binding(1) var sigmaColorSigTex : texture_2d<f32>;
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@group(2) @binding(2) var centerXSigTex : texture_2d<f32>;
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@group(2) @binding(3) var centerYSigTex : texture_2d<f32>;
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@group(2) @binding(4) var radiusSigTex : texture_2d<f32>;
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@group(2) @binding(5) var signalSamp : sampler;
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fn applyPartialBlur(blurred: vec4<f32>, uv: vec2<f32>, dimensions: vec2<f32>) -> vec4<f32> {
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if (u.partialBlur <= 0.5) {
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return blurred;
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}
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let orig = textureSampleLevel(origTex, samp, uv, 0.0);
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var centerX = u.centerX;
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if (u.hasCenterXSig > 0.5) {
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centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
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}
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var centerY = u.centerY;
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if (u.hasCenterYSig > 0.5) {
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centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
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}
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var radiusX = u.radius;
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if (u.hasRadiusSig > 0.5) {
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radiusX = textureSampleLevel(radiusSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
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}
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var radiusY = u.radiusY;
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var mask = 0.0;
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if (radiusY <= 0.0) {
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let aspect = dimensions.x / dimensions.y;
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let diff = (uv - vec2<f32>(centerX, centerY)) * vec2<f32>(aspect, 1.0);
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let dist = length(diff);
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let feather = 0.05;
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mask = 1.0 - smoothstep(radiusX - feather, radiusX + feather, dist);
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} else {
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let diff = abs(uv - vec2<f32>(centerX, centerY));
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if (u.shape > 0.5) {
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let feather = 0.02;
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let edgeX = 1.0 - smoothstep(radiusX - feather, radiusX + feather, diff.x);
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let edgeY = 1.0 - smoothstep(radiusY - feather, radiusY + feather, diff.y);
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mask = edgeX * edgeY;
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} else {
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let normDist = length(vec2<f32>(diff.x / max(1e-4, radiusX), diff.y / max(1e-4, radiusY)));
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let feather = 0.08;
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mask = 1.0 - smoothstep(1.0 - feather, 1.0 + feather, normDist);
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}
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}
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return mix(orig, blurred, mask);
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}
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`,Te=`
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${b}
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struct VSOut {
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@builtin(position) pos : vec4<f32>,
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@location(0) uv : vec2<f32>,
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};
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@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
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var pos = array<vec2<f32>, 4>(
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vec2<f32>(-1.0, 1.0),
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vec2<f32>(1.0, 1.0),
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vec2<f32>(-1.0, -1.0),
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vec2<f32>(1.0, -1.0)
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);
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var uv = array<vec2<f32>, 4>(
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vec2<f32>(0.0, 0.0),
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vec2<f32>(1.0, 0.0),
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vec2<f32>(0.0, 1.0),
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vec2<f32>(1.0, 1.0)
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);
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return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
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}
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@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
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let c = textureSampleLevel(tex, samp, in.uv, 0.0);
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var spatial_sigma = u.strength;
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if (u.hasStrengthSig > 0.5) {
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spatial_sigma = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
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}
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let dimensions = vec2<f32>(textureDimensions(tex));
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if (spatial_sigma <= 0.0) {
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return applyPartialBlur(c, in.uv, dimensions);
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}
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let texelSize = 1.0 / dimensions;
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let stepScale = max(1.0, spatial_sigma / 20.0);
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let effectiveSigma = spatial_sigma / stepScale;
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let radius = min(i32(ceil(3.0 * effectiveSigma)), 64);
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let direction = vec2<f32>(u.dirX, u.dirY);
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var color = vec4<f32>(0.0);
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var totalWeight = 0.0;
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for (var i = -radius; i <= radius; i++) {
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let offset = vec2<f32>(f32(i) * stepScale) * direction * texelSize;
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let x = f32(i) * stepScale;
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let weight = exp(-0.5 * (x / spatial_sigma) * (x / spatial_sigma));
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color += textureSampleLevel(tex, samp, in.uv + offset, 0.0) * weight;
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totalWeight += weight;
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}
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let blurred = color / totalWeight;
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return applyPartialBlur(blurred, in.uv, dimensions);
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}
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`,Pe=`
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${b}
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struct VSOut {
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@builtin(position) pos : vec4<f32>,
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@location(0) uv : vec2<f32>,
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};
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@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
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var pos = array<vec2<f32>, 4>(
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vec2<f32>(-1.0, 1.0),
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vec2<f32>(1.0, 1.0),
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vec2<f32>(-1.0, -1.0),
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vec2<f32>(1.0, -1.0)
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);
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var uv = array<vec2<f32>, 4>(
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vec2<f32>(0.0, 0.0),
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vec2<f32>(1.0, 0.0),
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vec2<f32>(0.0, 1.0),
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vec2<f32>(1.0, 1.0)
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);
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return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
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}
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@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
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let c = textureSampleLevel(tex, samp, in.uv, 0.0);
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var strength = u.strength;
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if (u.hasStrengthSig > 0.5) {
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strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
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}
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let dimensions = vec2<f32>(textureDimensions(tex));
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let radius = i32(round(strength));
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if (radius <= 0) {
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return applyPartialBlur(c, in.uv, dimensions);
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}
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let texelSize = 1.0 / dimensions;
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let direction = vec2<f32>(u.dirX, u.dirY);
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var color = vec4<f32>(0.0);
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var count = 0.0;
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for (var i = -radius; i <= radius; i++) {
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let offset = vec2<f32>(f32(i)) * direction * texelSize;
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color += textureSampleLevel(tex, samp, in.uv + offset, 0.0);
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count += 1.0;
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}
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let blurred = color / count;
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return applyPartialBlur(blurred, in.uv, dimensions);
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}
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`,Re=`
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${b}
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struct VSOut {
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@builtin(position) pos : vec4<f32>,
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@location(0) uv : vec2<f32>,
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};
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struct Val {
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luma : f32,
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color : vec4<f32>,
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};
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@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
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var pos = array<vec2<f32>, 4>(
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vec2<f32>(-1.0, 1.0),
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vec2<f32>(1.0, 1.0),
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203
|
+
vec2<f32>(-1.0, -1.0),
|
|
204
|
+
vec2<f32>(1.0, -1.0)
|
|
205
|
+
);
|
|
206
|
+
var uv = array<vec2<f32>, 4>(
|
|
207
|
+
vec2<f32>(0.0, 0.0),
|
|
208
|
+
vec2<f32>(1.0, 0.0),
|
|
209
|
+
vec2<f32>(0.0, 1.0),
|
|
210
|
+
vec2<f32>(1.0, 1.0)
|
|
211
|
+
);
|
|
212
|
+
return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
|
|
213
|
+
}
|
|
214
|
+
|
|
215
|
+
@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
|
|
216
|
+
let centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);
|
|
217
|
+
var strength = u.strength;
|
|
218
|
+
if (u.hasStrengthSig > 0.5) {
|
|
219
|
+
strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
|
|
220
|
+
}
|
|
221
|
+
|
|
222
|
+
let dimensions = vec2<f32>(textureDimensions(tex));
|
|
223
|
+
let radius = min(i32(round(strength)), 16);
|
|
224
|
+
if (radius <= 0) {
|
|
225
|
+
return applyPartialBlur(centerCol, in.uv, dimensions);
|
|
226
|
+
}
|
|
227
|
+
|
|
228
|
+
let count = radius * 2 + 1;
|
|
229
|
+
let texelSize = 1.0 / dimensions;
|
|
230
|
+
let direction = vec2<f32>(u.dirX, u.dirY);
|
|
231
|
+
|
|
232
|
+
var values : array<Val, 33>;
|
|
233
|
+
|
|
234
|
+
for (var i = 0; i < 33; i++) {
|
|
235
|
+
if (i >= count) { break; }
|
|
236
|
+
let offset = vec2<f32>(f32(i - radius)) * direction * texelSize;
|
|
237
|
+
let col = textureSampleLevel(tex, samp, in.uv + offset, 0.0);
|
|
238
|
+
values[i] = Val(dot(col.rgb, vec3<f32>(0.299, 0.587, 0.114)), col);
|
|
239
|
+
}
|
|
240
|
+
|
|
241
|
+
// Selection sort
|
|
242
|
+
for (var i = 0; i < 33; i++) {
|
|
243
|
+
if (i >= count - 1) { break; }
|
|
244
|
+
var minIdx = i;
|
|
245
|
+
for (var j = 0; j < 33; j++) {
|
|
246
|
+
if (j <= i) { continue; }
|
|
247
|
+
if (j >= count) { break; }
|
|
248
|
+
if (values[j].luma < values[minIdx].luma) {
|
|
249
|
+
minIdx = j;
|
|
250
|
+
}
|
|
251
|
+
}
|
|
252
|
+
if (minIdx != i) {
|
|
253
|
+
let temp = values[i];
|
|
254
|
+
values[i] = values[minIdx];
|
|
255
|
+
values[minIdx] = temp;
|
|
256
|
+
}
|
|
257
|
+
}
|
|
258
|
+
|
|
259
|
+
let medianIdx = count / 2;
|
|
260
|
+
return applyPartialBlur(values[medianIdx].color, in.uv, dimensions);
|
|
261
|
+
}
|
|
262
|
+
`,Le=`
|
|
263
|
+
${b}
|
|
264
|
+
|
|
265
|
+
struct VSOut {
|
|
266
|
+
@builtin(position) pos : vec4<f32>,
|
|
267
|
+
@location(0) uv : vec2<f32>,
|
|
268
|
+
};
|
|
269
|
+
|
|
270
|
+
@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
|
|
271
|
+
var pos = array<vec2<f32>, 4>(
|
|
272
|
+
vec2<f32>(-1.0, 1.0),
|
|
273
|
+
vec2<f32>(1.0, 1.0),
|
|
274
|
+
vec2<f32>(-1.0, -1.0),
|
|
275
|
+
vec2<f32>(1.0, -1.0)
|
|
276
|
+
);
|
|
277
|
+
var uv = array<vec2<f32>, 4>(
|
|
278
|
+
vec2<f32>(0.0, 0.0),
|
|
279
|
+
vec2<f32>(1.0, 0.0),
|
|
280
|
+
vec2<f32>(0.0, 1.0),
|
|
281
|
+
vec2<f32>(1.0, 1.0)
|
|
282
|
+
);
|
|
283
|
+
return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
|
|
284
|
+
}
|
|
285
|
+
|
|
286
|
+
@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
|
|
287
|
+
let c = textureSampleLevel(tex, samp, in.uv, 0.0);
|
|
288
|
+
var strength = u.strength;
|
|
289
|
+
if (u.hasStrengthSig > 0.5) {
|
|
290
|
+
strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
|
|
291
|
+
}
|
|
292
|
+
|
|
293
|
+
let dimensions = vec2<f32>(textureDimensions(tex));
|
|
294
|
+
if (strength <= 0.0) {
|
|
295
|
+
return applyPartialBlur(c, in.uv, dimensions);
|
|
296
|
+
}
|
|
297
|
+
|
|
298
|
+
let PI = 3.14159265359;
|
|
299
|
+
let angleRad = u.angle * PI / 180.0;
|
|
300
|
+
let dir = vec2<f32>(cos(angleRad), sin(angleRad));
|
|
301
|
+
|
|
302
|
+
let texelSize = 1.0 / dimensions;
|
|
303
|
+
let step = dir * texelSize;
|
|
304
|
+
|
|
305
|
+
let numSamples = i32(clamp(strength, 1.0, 64.0));
|
|
306
|
+
var color = vec4<f32>(0.0);
|
|
307
|
+
|
|
308
|
+
for (var i = 0; i < 64; i++) {
|
|
309
|
+
if (i >= numSamples) { break; }
|
|
310
|
+
let offset = f32(i - numSamples / 2) * step;
|
|
311
|
+
color += textureSampleLevel(tex, samp, in.uv + offset, 0.0);
|
|
312
|
+
}
|
|
313
|
+
|
|
314
|
+
let blurred = color / f32(numSamples);
|
|
315
|
+
return applyPartialBlur(blurred, in.uv, dimensions);
|
|
316
|
+
}
|
|
317
|
+
`,Ve=`
|
|
318
|
+
${b}
|
|
319
|
+
|
|
320
|
+
struct VSOut {
|
|
321
|
+
@builtin(position) pos : vec4<f32>,
|
|
322
|
+
@location(0) uv : vec2<f32>,
|
|
323
|
+
};
|
|
324
|
+
|
|
325
|
+
@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
|
|
326
|
+
var pos = array<vec2<f32>, 4>(
|
|
327
|
+
vec2<f32>(-1.0, 1.0),
|
|
328
|
+
vec2<f32>(1.0, 1.0),
|
|
329
|
+
vec2<f32>(-1.0, -1.0),
|
|
330
|
+
vec2<f32>(1.0, -1.0)
|
|
331
|
+
);
|
|
332
|
+
var uv = array<vec2<f32>, 4>(
|
|
333
|
+
vec2<f32>(0.0, 0.0),
|
|
334
|
+
vec2<f32>(1.0, 0.0),
|
|
335
|
+
vec2<f32>(0.0, 1.0),
|
|
336
|
+
vec2<f32>(1.0, 1.0)
|
|
337
|
+
);
|
|
338
|
+
return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
|
|
339
|
+
}
|
|
340
|
+
|
|
341
|
+
@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
|
|
342
|
+
let centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);
|
|
343
|
+
var spatial_sigma = u.strength;
|
|
344
|
+
if (u.hasStrengthSig > 0.5) {
|
|
345
|
+
spatial_sigma = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
|
|
346
|
+
}
|
|
347
|
+
var sigmaColor = u.sigmaColor;
|
|
348
|
+
if (u.hasSigmaColorSig > 0.5) {
|
|
349
|
+
sigmaColor = textureSampleLevel(sigmaColorSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
|
|
350
|
+
}
|
|
351
|
+
|
|
352
|
+
let dimensions = vec2<f32>(textureDimensions(tex));
|
|
353
|
+
if (spatial_sigma <= 0.0) {
|
|
354
|
+
return applyPartialBlur(centerCol, in.uv, dimensions);
|
|
355
|
+
}
|
|
356
|
+
|
|
357
|
+
let texelSize = 1.0 / dimensions;
|
|
358
|
+
let radius = min(i32(ceil(3.0 * spatial_sigma)), 32);
|
|
359
|
+
let direction = vec2<f32>(u.dirX, u.dirY);
|
|
360
|
+
|
|
361
|
+
var color = vec4<f32>(0.0);
|
|
362
|
+
var totalWeight = 0.0;
|
|
363
|
+
|
|
364
|
+
for (var i = -32; i <= 32; i++) {
|
|
365
|
+
if (i < -radius || i > radius) { continue; }
|
|
366
|
+
let offset = vec2<f32>(f32(i)) * direction * texelSize;
|
|
367
|
+
let sampleCol = textureSampleLevel(tex, samp, in.uv + offset, 0.0);
|
|
368
|
+
|
|
369
|
+
let spatialDistSq = f32(i * i);
|
|
370
|
+
let spatialWeight = exp(-0.5 * spatialDistSq / (spatial_sigma * spatial_sigma));
|
|
371
|
+
|
|
372
|
+
let diff = sampleCol - centerCol;
|
|
373
|
+
let colorDistSq = dot(diff, diff);
|
|
374
|
+
let rangeWeight = exp(-0.5 * colorDistSq / (sigmaColor * sigmaColor));
|
|
375
|
+
|
|
376
|
+
let weight = spatialWeight * rangeWeight;
|
|
377
|
+
color += sampleCol * weight;
|
|
378
|
+
totalWeight += weight;
|
|
379
|
+
}
|
|
380
|
+
|
|
381
|
+
var blurred = centerCol;
|
|
382
|
+
if (totalWeight > 0.0) {
|
|
383
|
+
blurred = color / totalWeight;
|
|
384
|
+
}
|
|
385
|
+
return applyPartialBlur(blurred, in.uv, dimensions);
|
|
386
|
+
}
|
|
387
|
+
`,Ge=`
|
|
388
|
+
${b}
|
|
389
|
+
|
|
390
|
+
struct VSOut {
|
|
391
|
+
@builtin(position) pos : vec4<f32>,
|
|
392
|
+
@location(0) uv : vec2<f32>,
|
|
393
|
+
};
|
|
394
|
+
|
|
395
|
+
@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
|
|
396
|
+
var pos = array<vec2<f32>, 4>(
|
|
397
|
+
vec2<f32>(-1.0, 1.0),
|
|
398
|
+
vec2<f32>(1.0, 1.0),
|
|
399
|
+
vec2<f32>(-1.0, -1.0),
|
|
400
|
+
vec2<f32>(1.0, -1.0)
|
|
401
|
+
);
|
|
402
|
+
var uv = array<vec2<f32>, 4>(
|
|
403
|
+
vec2<f32>(0.0, 0.0),
|
|
404
|
+
vec2<f32>(1.0, 0.0),
|
|
405
|
+
vec2<f32>(0.0, 1.0),
|
|
406
|
+
vec2<f32>(1.0, 1.0)
|
|
407
|
+
);
|
|
408
|
+
return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
|
|
409
|
+
}
|
|
410
|
+
|
|
411
|
+
@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
|
|
412
|
+
let centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);
|
|
413
|
+
var strength = u.strength;
|
|
414
|
+
if (u.hasStrengthSig > 0.5) {
|
|
415
|
+
strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
|
|
416
|
+
}
|
|
417
|
+
|
|
418
|
+
// Map strength (1-10) to radius (1-6)
|
|
419
|
+
let radius = i32(clamp(round(strength * 5.0 / 10.0) + 1.0, 1.0, 6.0));
|
|
420
|
+
|
|
421
|
+
let dimensions = vec2<f32>(textureDimensions(tex));
|
|
422
|
+
let texelSize = 1.0 / dimensions;
|
|
423
|
+
|
|
424
|
+
var m0 = vec3<f32>(0.0); var m1 = vec3<f32>(0.0); var m2 = vec3<f32>(0.0); var m3 = vec3<f32>(0.0);
|
|
425
|
+
var s0 = vec3<f32>(0.0); var s1 = vec3<f32>(0.0); var s2 = vec3<f32>(0.0); var s3 = vec3<f32>(0.0);
|
|
426
|
+
|
|
427
|
+
let n = f32((radius + 1) * (radius + 1));
|
|
428
|
+
|
|
429
|
+
for (var j = -6; j <= 6; j++) {
|
|
430
|
+
if (j < -radius || j > radius) { continue; }
|
|
431
|
+
for (var i = -6; i <= 6; i++) {
|
|
432
|
+
if (i < -radius || i > radius) { continue; }
|
|
433
|
+
|
|
434
|
+
let c = textureSampleLevel(tex, samp, in.uv + vec2<f32>(f32(i), f32(j)) * texelSize, 0.0).rgb;
|
|
435
|
+
|
|
436
|
+
if (i <= 0 && j <= 0) {
|
|
437
|
+
m0 += c;
|
|
438
|
+
s0 += c * c;
|
|
439
|
+
}
|
|
440
|
+
if (i >= 0 && j <= 0) {
|
|
441
|
+
m1 += c;
|
|
442
|
+
s1 += c * c;
|
|
443
|
+
}
|
|
444
|
+
if (i <= 0 && j >= 0) {
|
|
445
|
+
m2 += c;
|
|
446
|
+
s2 += c * c;
|
|
447
|
+
}
|
|
448
|
+
if (i >= 0 && j >= 0) {
|
|
449
|
+
m3 += c;
|
|
450
|
+
s3 += c * c;
|
|
451
|
+
}
|
|
452
|
+
}
|
|
453
|
+
}
|
|
454
|
+
|
|
455
|
+
m0 = m0 / n; s0 = abs(s0 / n - m0 * m0);
|
|
456
|
+
m1 = m1 / n; s1 = abs(s1 / n - m1 * m1);
|
|
457
|
+
m2 = m2 / n; s2 = abs(s2 / n - m2 * m2);
|
|
458
|
+
m3 = m3 / n; s3 = abs(s3 / n - m3 * m3);
|
|
459
|
+
|
|
460
|
+
let v0 = s0.r + s0.g + s0.b;
|
|
461
|
+
let v1 = s1.r + s1.g + s1.b;
|
|
462
|
+
let v2 = s2.r + s2.g + s2.b;
|
|
463
|
+
let v3 = s3.r + s3.g + s3.b;
|
|
464
|
+
|
|
465
|
+
var minVar = v0;
|
|
466
|
+
var finalCol = m0;
|
|
467
|
+
|
|
468
|
+
if (v1 < minVar) {
|
|
469
|
+
minVar = v1;
|
|
470
|
+
finalCol = m1;
|
|
471
|
+
}
|
|
472
|
+
if (v2 < minVar) {
|
|
473
|
+
minVar = v2;
|
|
474
|
+
finalCol = m2;
|
|
475
|
+
}
|
|
476
|
+
if (v3 < minVar) {
|
|
477
|
+
minVar = v3;
|
|
478
|
+
finalCol = m3;
|
|
479
|
+
}
|
|
480
|
+
|
|
481
|
+
let blurred = vec4<f32>(finalCol, centerCol.a);
|
|
482
|
+
return applyPartialBlur(blurred, in.uv, dimensions);
|
|
483
|
+
}
|
|
484
|
+
`,we=`
|
|
485
|
+
${b}
|
|
486
|
+
|
|
487
|
+
struct VSOut {
|
|
488
|
+
@builtin(position) pos : vec4<f32>,
|
|
489
|
+
@location(0) uv : vec2<f32>,
|
|
490
|
+
};
|
|
491
|
+
|
|
492
|
+
@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
|
|
493
|
+
var pos = array<vec2<f32>, 4>(
|
|
494
|
+
vec2<f32>(-1.0, 1.0),
|
|
495
|
+
vec2<f32>(1.0, 1.0),
|
|
496
|
+
vec2<f32>(-1.0, -1.0),
|
|
497
|
+
vec2<f32>(1.0, -1.0)
|
|
498
|
+
);
|
|
499
|
+
var uv = array<vec2<f32>, 4>(
|
|
500
|
+
vec2<f32>(0.0, 0.0),
|
|
501
|
+
vec2<f32>(1.0, 0.0),
|
|
502
|
+
vec2<f32>(0.0, 1.0),
|
|
503
|
+
vec2<f32>(1.0, 1.0)
|
|
504
|
+
);
|
|
505
|
+
return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
|
|
506
|
+
}
|
|
507
|
+
|
|
508
|
+
@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
|
|
509
|
+
let centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);
|
|
510
|
+
var strength = u.strength;
|
|
511
|
+
if (u.hasStrengthSig > 0.5) {
|
|
512
|
+
strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
|
|
513
|
+
}
|
|
514
|
+
var centerX = u.centerX;
|
|
515
|
+
if (u.hasCenterXSig > 0.5) {
|
|
516
|
+
centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
|
|
517
|
+
}
|
|
518
|
+
var centerY = u.centerY;
|
|
519
|
+
if (u.hasCenterYSig > 0.5) {
|
|
520
|
+
centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
|
|
521
|
+
}
|
|
522
|
+
|
|
523
|
+
let dimensions = vec2<f32>(textureDimensions(tex));
|
|
524
|
+
if (strength <= 0.0) {
|
|
525
|
+
return applyPartialBlur(centerCol, in.uv, dimensions);
|
|
526
|
+
}
|
|
527
|
+
|
|
528
|
+
let center = vec2<f32>(centerX, centerY);
|
|
529
|
+
let toPixel = in.uv - center;
|
|
530
|
+
let dist = length(toPixel);
|
|
531
|
+
if (dist <= 0.0) {
|
|
532
|
+
return applyPartialBlur(centerCol, in.uv, dimensions);
|
|
533
|
+
}
|
|
534
|
+
|
|
535
|
+
let dir = vec2<f32>(-toPixel.y, toPixel.x);
|
|
536
|
+
let blurAmount = (strength / 100.0) * 0.1 * dist;
|
|
537
|
+
|
|
538
|
+
let numSamples = 24;
|
|
539
|
+
var color = vec4<f32>(0.0);
|
|
540
|
+
let step = dir * (blurAmount / f32(numSamples));
|
|
541
|
+
|
|
542
|
+
for (var i = 0; i < 24; i++) {
|
|
543
|
+
let offset = step * f32(i - 12);
|
|
544
|
+
color += textureSampleLevel(tex, samp, in.uv + offset, 0.0);
|
|
545
|
+
}
|
|
546
|
+
|
|
547
|
+
let blurred = color / 24.0;
|
|
548
|
+
return applyPartialBlur(blurred, in.uv, dimensions);
|
|
549
|
+
}
|
|
550
|
+
`,Ce=`
|
|
551
|
+
${b}
|
|
552
|
+
|
|
553
|
+
struct VSOut {
|
|
554
|
+
@builtin(position) pos : vec4<f32>,
|
|
555
|
+
@location(0) uv : vec2<f32>,
|
|
556
|
+
};
|
|
557
|
+
|
|
558
|
+
@vertex fn vs(@builtin(vertex_index) vi: u32) -> VSOut {
|
|
559
|
+
var pos = array<vec2<f32>, 4>(
|
|
560
|
+
vec2<f32>(-1.0, 1.0),
|
|
561
|
+
vec2<f32>(1.0, 1.0),
|
|
562
|
+
vec2<f32>(-1.0, -1.0),
|
|
563
|
+
vec2<f32>(1.0, -1.0)
|
|
564
|
+
);
|
|
565
|
+
var uv = array<vec2<f32>, 4>(
|
|
566
|
+
vec2<f32>(0.0, 0.0),
|
|
567
|
+
vec2<f32>(1.0, 0.0),
|
|
568
|
+
vec2<f32>(0.0, 1.0),
|
|
569
|
+
vec2<f32>(1.0, 1.0)
|
|
570
|
+
);
|
|
571
|
+
return VSOut(vec4<f32>(pos[vi], 0.0, 1.0), uv[vi]);
|
|
572
|
+
}
|
|
573
|
+
|
|
574
|
+
@fragment fn fs(in : VSOut) -> @location(0) vec4<f32> {
|
|
575
|
+
let centerCol = textureSampleLevel(tex, samp, in.uv, 0.0);
|
|
576
|
+
var strength = u.strength;
|
|
577
|
+
if (u.hasStrengthSig > 0.5) {
|
|
578
|
+
strength = textureSampleLevel(strengthSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
|
|
579
|
+
}
|
|
580
|
+
var centerX = u.centerX;
|
|
581
|
+
if (u.hasCenterXSig > 0.5) {
|
|
582
|
+
centerX = textureSampleLevel(centerXSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
|
|
583
|
+
}
|
|
584
|
+
var centerY = u.centerY;
|
|
585
|
+
if (u.hasCenterYSig > 0.5) {
|
|
586
|
+
centerY = textureSampleLevel(centerYSigTex, signalSamp, vec2<f32>(0.5, 0.5), 0.0).r;
|
|
587
|
+
}
|
|
588
|
+
|
|
589
|
+
let dimensions = vec2<f32>(textureDimensions(tex));
|
|
590
|
+
if (strength <= 0.0) {
|
|
591
|
+
return applyPartialBlur(centerCol, in.uv, dimensions);
|
|
592
|
+
}
|
|
593
|
+
|
|
594
|
+
let center = vec2<f32>(centerX, centerY);
|
|
595
|
+
let toPixel = in.uv - center;
|
|
596
|
+
let blurAmount = (strength / 100.0) * 0.15;
|
|
597
|
+
|
|
598
|
+
let numSamples = 24;
|
|
599
|
+
var color = vec4<f32>(0.0);
|
|
600
|
+
let step = toPixel * (blurAmount / f32(numSamples));
|
|
601
|
+
|
|
602
|
+
for (var i = 0; i < 24; i++) {
|
|
603
|
+
let offset = step * f32(i - 12);
|
|
604
|
+
color += textureSampleLevel(tex, samp, in.uv + offset, 0.0);
|
|
605
|
+
}
|
|
606
|
+
|
|
607
|
+
let blurred = color / 24.0;
|
|
608
|
+
return applyPartialBlur(blurred, in.uv, dimensions);
|
|
609
|
+
}
|
|
610
|
+
`,fe=new WeakMap;function _e(u){let e=fe.get(u);if(e)return e;let i=u.createBindGroupLayout({entries:[{binding:0,visibility:GPUShaderStage.FRAGMENT,buffer:{type:"uniform"}}]}),o=u.createBindGroupLayout({entries:[{binding:0,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float"}},{binding:1,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"filtering"}},{binding:2,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float"}}]}),y=u.createBindGroupLayout({entries:[{binding:0,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float"}},{binding:1,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float"}},{binding:2,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float"}},{binding:3,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float"}},{binding:4,visibility:GPUShaderStage.FRAGMENT,texture:{sampleType:"float"}},{binding:5,visibility:GPUShaderStage.FRAGMENT,sampler:{type:"filtering"}}]});return e={blurUniformLayout:i,singleTextureLayout:o,signalTextureLayout:y,pipelineCache:new Map},fe.set(u,e),e}function Ye(u,e,i){let o=_e(u),y=`blur_${i}_${e}`,p=o.pipelineCache.get(y);if(!p){let c=Te;i==="Box"?c=Pe:i==="Median"?c=Re:i==="Motion"?c=Le:i==="Bilateral"?c=Ve:i==="Edge-preserving"?c=Ge:i==="Radial"?c=we:i==="Zoom"&&(c=Ce);let B=u.createShaderModule({label:`blur_${i}_${e}.wgsl`,code:c});p=u.createRenderPipeline({label:`BlurPipeline_${i}_${e}`,layout:u.createPipelineLayout({bindGroupLayouts:[o.blurUniformLayout,o.singleTextureLayout,o.signalTextureLayout]}),vertex:{module:B,entryPoint:"vs"},fragment:{module:B,entryPoint:"fs",targets:[{format:e}]},primitive:{topology:"triangle-strip"}}),o.pipelineCache.set(y,p)}return{blurPipeline:p,blurUniformLayout:o.blurUniformLayout,singleTextureLayout:o.singleTextureLayout,signalTextureLayout:o.signalTextureLayout}}var de=async u=>{let{ctx:e,encoder:i,pass:o,targetView:y,targetTexture:p,targetWidth:c,targetHeight:B,props:n,drawChild:ve}=u,C=n.frame??0,R=n.fps||30,l=n.virtualMedia?.operation;if(l?.op!=="Blur"||!l)return;let D=n.virtualMedia.children?.[0];if(!D)return;o.end();let t=new Float32Array(16),m=c,S=B,ge=n.containerWidth??e.surface.width/(typeof window<"u"?window.devicePixelRatio:1),A=m/ge,pe=l.inputs?Object.keys(l.inputs)[0]:"blur_node",T=(r,s,v,w,g=!1)=>{let ye=`${r}HandleId`,re=l[ye],x=re?l.inputs?.[re]:null,ie=!!(x?.connectionValid&&(x.outputItem?.type==="Signal"||x.outputItem?.type==="Numeric")),Z=ie&&x?.outputItem?.data?x.outputItem.data:null,h=s,K=!1,ne;if(ie){if(Z){let a=Number(Z.offset??0);h=Math.max(v,Math.min(w,a)),g&&(h*=A),K=!0}}else if(x?.connectionValid&&x.outputItem?.type==="Number"){let a=Number(x.outputItem.data??s);h=Math.max(v,Math.min(w,a)),g&&(h*=A)}else{let a=l[r];if(a!=null)if(typeof a=="object"){if("get"in a&&typeof a.get=="function")a=a.get({frame:C,fps:R});else if("value"in a){let J=a;J.gpuBinding?.textureView&&(ne=J.gpuBinding.textureView,K=!0),a=J.value}}else typeof a=="function"&&(a=a(C,R));let ae=Number(a??s);h=Math.max(v,Math.min(w,isNaN(ae)?s:ae)),g&&(h*=A)}return{val:h,hasStaticSig:K,sd:Z,gpuTextureView:ne}},_=T("strength",5,0,Q,!0),Y=T("sigmaColor",.1,.01,1,!1),U=T("centerX",.5,0,1,!1),O=T("centerY",.5,0,1,!1),M=T("radius",.3,.001,1,!1),me=T("radiusY",0,0,1,!1),d=e.renderer.getTemporaryTexture(m,S,[...n.excludeTextures||[],p]),ee=d.createView();e.renderer.beginFrame(i,ee,{r:0,g:0,b:0,a:0},m,S,"clear").end(),e.renderer.pushScissor({x:0,y:0,width:m,height:S}),e.renderer.pushIdentity(),await ve(D,{...n,virtualMedia:D},ee,d,m,S),e.renderer.popTransform(),e.renderer.popScissor();let L=l.blurType??"Gaussian",Se=L==="Gaussian"||L==="Box"||L==="Median"||L==="Bilateral",{blurPipeline:N,blurUniformLayout:E,singleTextureLayout:xe,signalTextureLayout:k}=Ye(e.device,e.renderer.format,L),X=e.renderer.samplerCache.getSampler(e.device),be=n.elapsedMs!==void 0?n.elapsedMs/1e3:C/R,he=n.virtualMedia?.metadata?.durationMs?n.virtualMedia.metadata.durationMs/1e3:n.durationMs!==void 0?n.durationMs/1e3:0;for(let r of[_,Y,U,O,M])r.hasStaticSig&&r.sd&&await I.ensureAudioSourcesExtracted(e.device,r.sd,R,n.renderId);let V=(r,s)=>r.gpuTextureView?r.gpuTextureView:r.hasStaticSig&&r.sd?I.getOrCreate2DTextureView(e.device,i,r.sd.nodeId??`${pe}_${s}`,be,he,r.sd,m,S,n.renderId,C,R):I.getDummy1x1TextureView(e.device),W=V(_,"strength_sig"),j=V(Y,"sigmacolor_sig"),F=V(U,"centerx_sig"),$=V(O,"centery_sig"),z=V(M,"radius_sig"),H=(r,s)=>e.device.createBindGroup({layout:xe,entries:[{binding:0,resource:r.createView()},{binding:1,resource:X},{binding:2,resource:s.createView()}]}),q=!!(l.partialBlur&&l.partialBlur!=="false"&&l.partialBlur!==0);t[2]=_.val,t[3]=Number(l.angle??0),t[4]=Y.val,t[5]=U.val,t[6]=O.val,t[7]=M.val,t[8]=q?1:0,t[9]=_.hasStaticSig?1:0,t[10]=Y.hasStaticSig?1:0,t[11]=U.hasStaticSig?1:0,t[12]=O.hasStaticSig?1:0,t[13]=M.hasStaticSig?1:0,t[14]=me.val,t[15]=l.shape==="rect"?1:0;let G;if(Se){let r=e.renderer.getTemporaryTexture(m,S,[d,p,...n.excludeTextures||[]]);G=e.renderer.getTemporaryTexture(m,S,[d,r,p,...n.excludeTextures||[]]),t[0]=1,t[1]=0,t[8]=0;let s=e.renderer.getTemporaryBuffer(t),v=i.beginRenderPass({colorAttachments:[{view:r.createView(),loadOp:"clear",storeOp:"store",clearValue:{r:0,g:0,b:0,a:0}}]});v.setPipeline(N),v.setBindGroup(0,e.device.createBindGroup({layout:E,entries:[{binding:0,resource:{buffer:s}}]})),v.setBindGroup(1,H(d,d)),v.setBindGroup(2,e.device.createBindGroup({layout:k,entries:[{binding:0,resource:W},{binding:1,resource:j},{binding:2,resource:F},{binding:3,resource:$},{binding:4,resource:z},{binding:5,resource:X}]})),v.draw(4),v.end(),t[0]=0,t[1]=1,t[8]=q?1:0;let w=e.renderer.getTemporaryBuffer(t),g=i.beginRenderPass({colorAttachments:[{view:G.createView(),loadOp:"clear",storeOp:"store",clearValue:{r:0,g:0,b:0,a:0}}]});g.setPipeline(N),g.setBindGroup(0,e.device.createBindGroup({layout:E,entries:[{binding:0,resource:{buffer:w}}]})),g.setBindGroup(1,H(r,d)),g.setBindGroup(2,e.device.createBindGroup({layout:k,entries:[{binding:0,resource:W},{binding:1,resource:j},{binding:2,resource:F},{binding:3,resource:$},{binding:4,resource:z},{binding:5,resource:X}]})),g.draw(4),g.end()}else{G=e.renderer.getTemporaryTexture(m,S,[d,p,...n.excludeTextures||[]]),t[0]=0,t[1]=0,t[8]=q?1:0;let r=e.renderer.getTemporaryBuffer(t),s=i.beginRenderPass({colorAttachments:[{view:G.createView(),loadOp:"clear",storeOp:"store",clearValue:{r:0,g:0,b:0,a:0}}]});s.setPipeline(N),s.setBindGroup(0,e.device.createBindGroup({layout:E,entries:[{binding:0,resource:{buffer:r}}]})),s.setBindGroup(1,H(d,d)),s.setBindGroup(2,e.device.createBindGroup({layout:k,entries:[{binding:0,resource:W},{binding:1,resource:j},{binding:2,resource:F},{binding:3,resource:$},{binding:4,resource:z},{binding:5,resource:X}]})),s.draw(4),s.end()}let te=e.renderer.beginFrame(i,y,{r:0,g:0,b:0,a:0},c,B,"load");e.renderer.drawTexture(te,G,{x:0,y:0,width:c,height:B},{opacity:l.opacity??1}),u.pass=te};var $e=se({WebGPURenderer:de});export{$e as a};
|