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authorMaze Winther <mazewinther@gmail.com>2026-04-01 13:57:32 +0200
committerMaze Winther <mazewinther@gmail.com>2026-04-01 13:57:32 +0200
commite579ae120290329fd697b50ea9138ffccb65a805 (patch)
tree12a63ee60b00e5004a1806ddf3ebd70c012e3e28 /apps/web/src/lib/effects/definitions
parentb048b739bd598f9d9ff97166f29bcb6e37c40607 (diff)
downloadopencut-e579ae120290329fd697b50ea9138ffccb65a805.tar.gz
feat: migrate GPU renderer from WebGL to wgpu/WASM
Diffstat (limited to 'apps/web/src/lib/effects/definitions')
-rw-r--r--apps/web/src/lib/effects/definitions/blur.frag.glsl25
-rw-r--r--apps/web/src/lib/effects/definitions/blur.ts18
2 files changed, 9 insertions, 34 deletions
diff --git a/apps/web/src/lib/effects/definitions/blur.frag.glsl b/apps/web/src/lib/effects/definitions/blur.frag.glsl
deleted file mode 100644
index c9ad2eae..00000000
--- a/apps/web/src/lib/effects/definitions/blur.frag.glsl
+++ /dev/null
@@ -1,25 +0,0 @@
-precision mediump float;
-
-uniform sampler2D u_texture;
-uniform vec2 u_resolution;
-uniform float u_sigma;
-uniform float u_step;
-uniform vec2 u_direction;
-
-varying vec2 v_texCoord;
-
-void main() {
- vec2 texelSize = 1.0 / u_resolution;
-
- vec4 color = vec4(0.0);
- float totalWeight = 0.0;
-
- for (int i = -30; i <= 30; i++) {
- float pos = float(i) * u_step;
- float weight = exp(-(pos * pos) / (2.0 * u_sigma * u_sigma));
- color += texture2D(u_texture, v_texCoord + texelSize * u_direction * pos) * weight;
- totalWeight += weight;
- }
-
- gl_FragColor = color / totalWeight;
-} \ No newline at end of file
diff --git a/apps/web/src/lib/effects/definitions/blur.ts b/apps/web/src/lib/effects/definitions/blur.ts
index 54934402..3bfd5e3c 100644
--- a/apps/web/src/lib/effects/definitions/blur.ts
+++ b/apps/web/src/lib/effects/definitions/blur.ts
@@ -1,5 +1,6 @@
-import type { EffectDefinition, ResolvedEffectPass } from "@/lib/effects/types";
-import blurFragmentShader from "./blur.frag.glsl";
+import type { EffectDefinition, EffectPass } from "@/lib/effects/types";
+
+export const GAUSSIAN_BLUR_SHADER = "gaussian-blur";
const MAX_SINGLE_PASS_SIGMA = 10;
const MAX_STEP = 4;
@@ -17,7 +18,7 @@ export function buildGaussianBlurPasses({
}: {
sigmaX: number;
sigmaY: number;
-}): ResolvedEffectPass[] {
+}): EffectPass[] {
const maxSigma = Math.max(sigmaX, sigmaY);
if (maxSigma < 0.001) return [];
@@ -36,10 +37,10 @@ export function buildGaussianBlurPasses({
const stepX = Math.max(1, perPassSigmaX / MAX_SINGLE_PASS_SIGMA);
const stepY = Math.max(1, perPassSigmaY / MAX_SINGLE_PASS_SIGMA);
- const passes: ResolvedEffectPass[] = [];
+ const passes: EffectPass[] = [];
for (let i = 0; i < iterations; i++) {
passes.push({
- fragmentShader: blurFragmentShader,
+ shader: GAUSSIAN_BLUR_SHADER,
uniforms: {
u_sigma: perPassSigmaX,
u_step: stepX,
@@ -47,7 +48,7 @@ export function buildGaussianBlurPasses({
},
});
passes.push({
- fragmentShader: blurFragmentShader,
+ shader: GAUSSIAN_BLUR_SHADER,
uniforms: {
u_sigma: perPassSigmaY,
u_step: stepY,
@@ -83,10 +84,9 @@ export const blurEffectDefinition: EffectDefinition = {
},
],
renderer: {
- type: "webgl",
passes: [
{
- fragmentShader: blurFragmentShader,
+ shader: GAUSSIAN_BLUR_SHADER,
uniforms: ({ effectParams, width }) => ({
u_sigma: Math.max(intensityToSigma(parseIntensity(effectParams), width, 1920), 0.001),
u_step: 1,
@@ -94,7 +94,7 @@ export const blurEffectDefinition: EffectDefinition = {
}),
},
{
- fragmentShader: blurFragmentShader,
+ shader: GAUSSIAN_BLUR_SHADER,
uniforms: ({ effectParams, height }) => ({
u_sigma: Math.max(intensityToSigma(parseIntensity(effectParams), height, 1080), 0.001),
u_step: 1,