♻️ Make blur a common method
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@@ -30,37 +30,6 @@
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// vec4 getInputColor(vec2 coords)
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// void setOutputColor(vec4 outColor)
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// A simple blur function
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vec4 blur(vec2 uv, float radius, float samples) {
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// Initialize the color accumulator to zero.
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vec4 color = vec4(0.0);
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// Define a constant for 2 * PI (tau), which represents a full circle in radians.
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const float tau = 6.28318530718;
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// Number of directions for sampling around the circle.
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const float directions = 15.0;
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// Outer loop iterates over multiple directions evenly spaced around a circle.
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for (float d = 0.0; d < tau; d += tau / directions) {
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// Inner loop samples along each direction, with decreasing intensity.
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for (float s = 0.0; s < 1.0; s += 1.0 / samples) {
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// Calculate the offset for this sample based on direction, radius, and step.
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// The (1.0 - s) term ensures more sampling occurs closer to the center.
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vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize;
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// Add the sampled color at the offset position to the accumulator.
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color += getInputColor(uv + offset);
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}
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}
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// Normalize the accumulated color by dividing by the total number of samples
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// and directions to ensure the result is averaged.
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return color / samples / directions;
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}
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// The width of the fading effect is loaded from the settings.
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uniform float uBlurAmount;
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uniform float uBlurQuality;
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@@ -83,7 +52,7 @@ void main() {
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// Apply the calculated blur effect to the texture at the current texture coordinates.
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// The blur function uses the blur amount and quality (uBlurQuality) for sampling.
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vec4 texColor = blur(iTexCoord.st, blurAmount, uBlurQuality);
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vec4 texColor = getBlurredInputColor(iTexCoord.st, blurAmount, uBlurQuality);
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// Calculate the alpha value for the transition using eased progress.
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// This determines how transparent the final color will appear.
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