feat(immersive): increase source quality to 256x256
- Source canvas now 256x256 (was 64x64) - Light pre-blur (8px), GPU shader does main blur - Increased shader blur radius and samples (16 samples) - Should produce much smoother results
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@@ -31,8 +31,8 @@ const float BREATH_SPEED = 0.15;
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const float BREATH_AMOUNT = 0.08;
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// Blur simulation parameters
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const float BLUR_RADIUS = 0.015; // UV space blur radius
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const int BLUR_SAMPLES = 12; // Number of samples for blur
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const float BLUR_RADIUS = 0.025; // UV space blur radius (increased for 256px source)
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const int BLUR_SAMPLES = 16; // More samples for smoother blur
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// Simple pseudo-random function
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float random(vec2 st) {
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@@ -227,12 +227,12 @@ export async function loadBlurredTexture(
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activeLoads.set(requestId, controller);
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try {
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// Generate blurred image
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// Match original: 64x64 canvas with heavy blur (40px equivalent)
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// Generate pre-processed image
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// Use 256x256 for good quality - GPU shader will handle the blur
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const blurredDataUrl = await generateBlurredImage(
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artworkUrl,
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64, // Same as original CSS approach
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20, // Heavy blur - will be applied multiple times
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256, // Higher quality source for GPU blur
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8, // Light pre-blur, GPU shader does the heavy lifting
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controller.signal
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);
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