Add radial mode, UI controls, front camera, update to API 35

- Add radial/elliptical blur mode with aspect ratio control
- Add UI sliders for blur intensity, falloff, and shape
- Add front camera support with flip button
- Update minimum SDK to API 35 (Android 15)
- Enable landscape orientation (fullSensor)
- Rename app to "Naiv Tilt Shift Camera"
- Set APK output name to naiv-tilt-shift
- Add project specification document

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
Ole-Morten Duesund 2026-01-29 11:13:31 +01:00
commit d3ca23b71c
11 changed files with 679 additions and 94 deletions

View file

@ -1,7 +1,7 @@
#extension GL_OES_EGL_image_external : require
// Fragment shader for tilt-shift effect
// Applies gradient blur based on distance from focus line
// Supports both linear and radial blur modes
precision mediump float;
@ -9,17 +9,20 @@ precision mediump float;
uniform samplerExternalOES uTexture;
// Effect parameters
uniform int uMode; // 0 = linear, 1 = radial
uniform float uAngle; // Rotation angle in radians
uniform float uPositionX; // Horizontal center of focus (0-1)
uniform float uPositionY; // Vertical center of focus (0-1)
uniform float uSize; // Size of in-focus region (0-1)
uniform float uBlurAmount; // Maximum blur intensity (0-1)
uniform float uFalloff; // Transition sharpness (0-1, higher = more gradual)
uniform float uAspectRatio; // Ellipse aspect ratio for radial mode
uniform vec2 uResolution; // Texture resolution for proper sampling
varying vec2 vTexCoord;
// Calculate signed distance from the focus line
float focusDistance(vec2 uv) {
// Calculate signed distance from the focus region for LINEAR mode
float linearFocusDistance(vec2 uv) {
// Center point of the focus region
vec2 center = vec2(uPositionX, uPositionY);
vec2 offset = uv - center;
@ -35,18 +38,45 @@ float focusDistance(vec2 uv) {
return abs(rotatedY);
}
// Calculate signed distance from the focus region for RADIAL mode
float radialFocusDistance(vec2 uv) {
// Center point of the focus region
vec2 center = vec2(uPositionX, uPositionY);
vec2 offset = uv - center;
// Adjust for aspect ratio to create ellipse
// Correct for screen aspect ratio first
float screenAspect = uResolution.x / uResolution.y;
offset.x *= screenAspect;
// Apply rotation
float adjustedAngle = uAngle - 1.5707963;
float cosA = cos(adjustedAngle);
float sinA = sin(adjustedAngle);
vec2 rotated = vec2(
offset.x * cosA - offset.y * sinA,
offset.x * sinA + offset.y * cosA
);
// Apply ellipse aspect ratio
rotated.x /= uAspectRatio;
// Distance from center (elliptical)
return length(rotated);
}
// Calculate blur factor based on distance from focus
float blurFactor(float dist) {
// Smooth transition from in-focus to blurred
float halfSize = uSize * 0.5;
float transitionSize = halfSize * 0.5;
// Falloff range scales with the falloff parameter
float transitionSize = halfSize * uFalloff;
if (dist < halfSize) {
return 0.0; // In focus region
}
// Smooth falloff using smoothstep
float normalizedDist = (dist - halfSize) / transitionSize;
float normalizedDist = (dist - halfSize) / max(transitionSize, 0.001);
return smoothstep(0.0, 1.0, normalizedDist) * uBlurAmount;
}
@ -72,9 +102,24 @@ vec4 sampleBlurred(vec2 uv, float blur) {
vec4 color = vec4(0.0);
vec2 texelSize = 1.0 / uResolution;
// Blur direction perpendicular to focus line (adjusted for portrait texture rotation)
float blurAngle = uAngle; // Already perpendicular after -90 adjustment in focusDistance
vec2 blurDir = vec2(cos(blurAngle), sin(blurAngle));
// For radial mode, blur in radial direction from center
// For linear mode, blur perpendicular to focus line
vec2 blurDir;
if (uMode == 1) {
// Radial: blur away from center
vec2 center = vec2(uPositionX, uPositionY);
vec2 toCenter = uv - center;
float len = length(toCenter);
if (len > 0.001) {
blurDir = toCenter / len;
} else {
blurDir = vec2(1.0, 0.0);
}
} else {
// Linear: blur perpendicular to focus line
float blurAngle = uAngle;
blurDir = vec2(cos(blurAngle), sin(blurAngle));
}
// Scale blur radius by blur amount
float radius = blur * 20.0;
@ -90,7 +135,12 @@ vec4 sampleBlurred(vec2 uv, float blur) {
}
void main() {
float dist = focusDistance(vTexCoord);
float dist;
if (uMode == 1) {
dist = radialFocusDistance(vTexCoord);
} else {
dist = linearFocusDistance(vTexCoord);
}
float blur = blurFactor(dist);
gl_FragColor = sampleBlurred(vTexCoord, blur);