fix: use textureSize instead of u_resolution for texel size in blur/sharpen shaders (#13347)

* fix: use textureSize instead of u_resolution for texel size in blur/sharpen shaders

* fix: remove unused u_resolution uniform and fix Glow shader texelSize

---------

Co-authored-by: guill <jacob.e.segal@gmail.com>
This commit is contained in:
Terry Jia
2026-04-23 23:42:22 -04:00
committed by GitHub
parent c5d9edacd0
commit 00d2f4047d
8 changed files with 8 additions and 12 deletions

View File

@@ -383,7 +383,7 @@
"Node name for S&R": "GLSLShader"
},
"widgets_values": [
"#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform vec2 u_resolution;\nuniform float u_float0; // amount [0.0 - 3.0] typical: 0.5-1.5\nuniform float u_float1; // radius [0.5 - 10.0] blur radius in pixels\nuniform float u_float2; // threshold [0.0 - 0.1] min difference to sharpen\n\nin vec2 v_texCoord;\nlayout(location = 0) out vec4 fragColor0;\n\nfloat gaussian(float x, float sigma) {\n return exp(-(x * x) / (2.0 * sigma * sigma));\n}\n\nfloat getLuminance(vec3 color) {\n return dot(color, vec3(0.2126, 0.7152, 0.0722));\n}\n\nvoid main() {\n vec2 texel = 1.0 / u_resolution;\n float radius = max(u_float1, 0.5);\n float amount = u_float0;\n float threshold = u_float2;\n\n vec4 original = texture(u_image0, v_texCoord);\n\n // Gaussian blur for the \"unsharp\" mask\n int samples = int(ceil(radius));\n float sigma = radius / 2.0;\n\n vec4 blurred = vec4(0.0);\n float totalWeight = 0.0;\n\n for (int x = -samples; x <= samples; x++) {\n for (int y = -samples; y <= samples; y++) {\n vec2 offset = vec2(float(x), float(y)) * texel;\n vec4 sample_color = texture(u_image0, v_texCoord + offset);\n\n float dist = length(vec2(float(x), float(y)));\n float weight = gaussian(dist, sigma);\n blurred += sample_color * weight;\n totalWeight += weight;\n }\n }\n blurred /= totalWeight;\n\n // Unsharp mask = original - blurred\n vec3 mask = original.rgb - blurred.rgb;\n\n // Luminance-based threshold with smooth falloff\n float lumaDelta = abs(getLuminance(original.rgb) - getLuminance(blurred.rgb));\n float thresholdScale = smoothstep(0.0, threshold, lumaDelta);\n mask *= thresholdScale;\n\n // Sharpen: original + mask * amount\n vec3 sharpened = original.rgb + mask * amount;\n\n fragColor0 = vec4(clamp(sharpened, 0.0, 1.0), original.a);\n}\n",
"#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform float u_float0; // amount [0.0 - 3.0] typical: 0.5-1.5\nuniform float u_float1; // radius [0.5 - 10.0] blur radius in pixels\nuniform float u_float2; // threshold [0.0 - 0.1] min difference to sharpen\n\nin vec2 v_texCoord;\nlayout(location = 0) out vec4 fragColor0;\n\nfloat gaussian(float x, float sigma) {\n return exp(-(x * x) / (2.0 * sigma * sigma));\n}\n\nfloat getLuminance(vec3 color) {\n return dot(color, vec3(0.2126, 0.7152, 0.0722));\n}\n\nvoid main() {\n vec2 texel = 1.0 / vec2(textureSize(u_image0, 0));\n float radius = max(u_float1, 0.5);\n float amount = u_float0;\n float threshold = u_float2;\n\n vec4 original = texture(u_image0, v_texCoord);\n\n // Gaussian blur for the \"unsharp\" mask\n int samples = int(ceil(radius));\n float sigma = radius / 2.0;\n\n vec4 blurred = vec4(0.0);\n float totalWeight = 0.0;\n\n for (int x = -samples; x <= samples; x++) {\n for (int y = -samples; y <= samples; y++) {\n vec2 offset = vec2(float(x), float(y)) * texel;\n vec4 sample_color = texture(u_image0, v_texCoord + offset);\n\n float dist = length(vec2(float(x), float(y)));\n float weight = gaussian(dist, sigma);\n blurred += sample_color * weight;\n totalWeight += weight;\n }\n }\n blurred /= totalWeight;\n\n // Unsharp mask = original - blurred\n vec3 mask = original.rgb - blurred.rgb;\n\n // Luminance-based threshold with smooth falloff\n float lumaDelta = abs(getLuminance(original.rgb) - getLuminance(blurred.rgb));\n float thresholdScale = smoothstep(0.0, threshold, lumaDelta);\n mask *= thresholdScale;\n\n // Sharpen: original + mask * amount\n vec3 sharpened = original.rgb + mask * amount;\n\n fragColor0 = vec4(clamp(sharpened, 0.0, 1.0), original.a);\n}\n",
"from_input"
]
}