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
This commit is contained in:
vicrodh committed 2026-02-01 10:53:13 -06:00
1 parent add1cf3cc0
commit b110516965
2 files changed
+6 -6

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+2 -2
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@@ -31,8 +31,8 @@ const float BREATH_SPEED = 0.15;
const float BREATH_AMOUNT = 0.08;
// Blur simulation parameters
const float BLUR_RADIUS = 0.015; // UV space blur radius
const int BLUR_SAMPLES = 12; // Number of samples for blur
const float BLUR_RADIUS = 0.025; // UV space blur radius (increased for 256px source)
const int BLUR_SAMPLES = 16; // More samples for smoother blur
// Simple pseudo-random function
float random(vec2 st) {
+4 -4
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@@ -227,12 +227,12 @@ export async function loadBlurredTexture(
activeLoads.set(requestId, controller);
try {
// Generate blurred image
// Match original: 64x64 canvas with heavy blur (40px equivalent)
// Generate pre-processed image
// Use 256x256 for good quality - GPU shader will handle the blur
const blurredDataUrl = await generateBlurredImage(
artworkUrl,
64, // Same as original CSS approach
20, // Heavy blur - will be applied multiple times
256, // Higher quality source for GPU blur
8, // Light pre-blur, GPU shader does the heavy lifting
controller.signal
);