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import type { EffectDefinition, EffectPass } from "@/effects/types";
export const GAUSSIAN_BLUR_SHADER = "gaussian-blur";
const MAX_SINGLE_PASS_SIGMA = 10;
const MAX_STEP = 4;
const MAX_EFFECTIVE_SIGMA = MAX_SINGLE_PASS_SIGMA * MAX_STEP;
const MAX_ITERATIONS = 8;
export function buildGaussianBlurPasses({
sigmaX,
sigmaY,
}: {
sigmaX: number;
sigmaY: number;
}): EffectPass[] {
const maxSigma = Math.max(sigmaX, sigmaY);
if (maxSigma < 0.001) return [];
const iterations = Math.min(
MAX_ITERATIONS,
Math.max(
1,
Math.ceil(
(maxSigma * maxSigma) /
(MAX_EFFECTIVE_SIGMA * MAX_EFFECTIVE_SIGMA),
),
),
);
const perPassSigmaX = sigmaX / Math.sqrt(iterations);
const perPassSigmaY = sigmaY / Math.sqrt(iterations);
const stepX = Math.max(1, perPassSigmaX / MAX_SINGLE_PASS_SIGMA);
const stepY = Math.max(1, perPassSigmaY / MAX_SINGLE_PASS_SIGMA);
const passes: EffectPass[] = [];
for (let i = 0; i < iterations; i++) {
passes.push({
shader: GAUSSIAN_BLUR_SHADER,
uniforms: {
u_sigma: perPassSigmaX,
u_step: stepX,
u_direction: [1, 0],
},
});
passes.push({
shader: GAUSSIAN_BLUR_SHADER,
uniforms: {
u_sigma: perPassSigmaY,
u_step: stepY,
u_direction: [0, 1],
},
});
}
return passes;
}
export const INTENSITY_TO_SIGMA_DIVISOR = 5;
export function intensityToSigma({ intensity, resolution, reference }: { intensity: number; resolution: number; reference: number }): number {
return (intensity / INTENSITY_TO_SIGMA_DIVISOR) * (resolution / reference);
}
function parseIntensity(effectParams: Record<string, unknown>): number {
const raw = effectParams.intensity;
return typeof raw === "number" ? raw : Number.parseFloat(String(raw));
}
export const blurEffectDefinition: EffectDefinition = {
type: "blur",
name: "Blur",
keywords: ["blur", "soft", "defocus"],
params: [
{
key: "intensity",
label: "Intensity",
type: "number",
default: 15,
min: 0,
max: 100,
step: 1,
},
],
renderer: {
passes: [
{
shader: GAUSSIAN_BLUR_SHADER,
uniforms: ({ effectParams, width }) => ({
u_sigma: Math.max(intensityToSigma({ intensity: parseIntensity(effectParams), resolution: width, reference: 1920 }), 0.001),
u_step: 1,
u_direction: [1, 0],
}),
},
{
shader: GAUSSIAN_BLUR_SHADER,
uniforms: ({ effectParams, height }) => ({
u_sigma: Math.max(intensityToSigma({ intensity: parseIntensity(effectParams), resolution: height, reference: 1080 }), 0.001),
u_step: 1,
u_direction: [0, 1],
}),
},
],
buildPasses: ({ effectParams, width, height }) => {
const intensity = parseIntensity(effectParams);
return buildGaussianBlurPasses({
sigmaX: intensityToSigma({ intensity, resolution: width, reference: 1920 }),
sigmaY: intensityToSigma({ intensity, resolution: height, reference: 1080 }),
});
},
},
};
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