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Add edge preserving blur
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94
blueprints/.glsl/Edge-Preserving_Blur_128.frag
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94
blueprints/.glsl/Edge-Preserving_Blur_128.frag
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#version 300 es
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precision highp float;
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uniform sampler2D u_image0;
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uniform float u_float0; // Blur radius (0–20, default ~5)
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uniform float u_float1; // Edge threshold (0–100, default ~30)
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uniform int u_int0; // Step size (0/1 = every pixel, 2+ = skip pixels)
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in vec2 v_texCoord;
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out vec4 fragColor;
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const int MAX_RADIUS = 20;
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const float EPSILON = 0.0001;
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// Perceptual luminance
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float getLuminance(vec3 rgb) {
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return dot(rgb, vec3(0.299, 0.587, 0.114));
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}
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vec4 bilateralFilter(vec2 uv, vec2 texelSize, int radius,
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float sigmaSpatial, float sigmaColor)
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{
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vec4 center = texture(u_image0, uv);
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vec3 centerRGB = center.rgb;
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float invSpatial2 = -0.5 / (sigmaSpatial * sigmaSpatial);
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float invColor2 = -0.5 / (sigmaColor * sigmaColor + EPSILON);
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vec3 sumRGB = vec3(0.0);
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float sumWeight = 0.0;
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int step = max(u_int0, 1);
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float radius2 = float(radius * radius);
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for (int dy = -MAX_RADIUS; dy <= MAX_RADIUS; dy++) {
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if (dy < -radius || dy > radius) continue;
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if (abs(dy) % step != 0) continue;
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for (int dx = -MAX_RADIUS; dx <= MAX_RADIUS; dx++) {
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if (dx < -radius || dx > radius) continue;
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if (abs(dx) % step != 0) continue;
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vec2 offset = vec2(float(dx), float(dy));
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float dist2 = dot(offset, offset);
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if (dist2 > radius2) continue;
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vec3 sampleRGB = texture(u_image0, uv + offset * texelSize).rgb;
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// Spatial Gaussian
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float spatialWeight = exp(dist2 * invSpatial2);
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// Perceptual color distance (weighted RGB)
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vec3 diff = sampleRGB - centerRGB;
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float colorDist = dot(diff * diff, vec3(0.299, 0.587, 0.114));
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float colorWeight = exp(colorDist * invColor2);
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float w = spatialWeight * colorWeight;
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sumRGB += sampleRGB * w;
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sumWeight += w;
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}
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}
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vec3 resultRGB = sumRGB / max(sumWeight, EPSILON);
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return vec4(resultRGB, center.a); // preserve center alpha
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}
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void main() {
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vec2 texelSize = 1.0 / vec2(textureSize(u_image0, 0));
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float radiusF = clamp(u_float0, 0.0, float(MAX_RADIUS));
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int radius = int(radiusF + 0.5);
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if (radius == 0) {
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fragColor = texture(u_image0, v_texCoord);
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return;
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}
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// Edge threshold → color sigma
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// Squared curve for better low-end control
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float t = clamp(u_float1, 0.0, 100.0) / 100.0;
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t *= t;
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float sigmaColor = mix(0.01, 0.5, t);
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// Spatial sigma tied to radius
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float sigmaSpatial = max(radiusF * 0.75, 0.5);
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fragColor = bilateralFilter(
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v_texCoord,
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texelSize,
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radius,
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sigmaSpatial,
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sigmaColor
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);
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}
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1
blueprints/Edge-Preserving Blur.json
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1
blueprints/Edge-Preserving Blur.json
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