diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-28 09:08:57 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-28 09:08:57 +0100 |
| commit | 9ee410594a52cbc699b13de2bde4860d70c959a3 (patch) | |
| tree | d56adf5931d488abcf3ac8e24a828d2d5b02e8cc /src/shaders/gaussian_blur.wgsl | |
| parent | 6599a428cd69be6c66c5179e1f0fce42f561f935 (diff) | |
refactor: move common/shaders/ to src/shaders/
Relocates shared WGSL shaders under src/ where all source code lives,
eliminating the top-level common/ directory.
- Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt
- Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'src/shaders/gaussian_blur.wgsl')
| -rw-r--r-- | src/shaders/gaussian_blur.wgsl | 32 |
1 files changed, 32 insertions, 0 deletions
diff --git a/src/shaders/gaussian_blur.wgsl b/src/shaders/gaussian_blur.wgsl new file mode 100644 index 0000000..7f85719 --- /dev/null +++ b/src/shaders/gaussian_blur.wgsl @@ -0,0 +1,32 @@ +// Gaussian blur shader for Sequence v2 +#include "sequence_uniforms" +#include "render/fullscreen_uv_vs" // <- VertexOutput + vs_main + +@group(0) @binding(0) var input_sampler: sampler; +@group(0) @binding(1) var input_texture: texture_2d<f32>; +@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; + +struct GaussianBlurParams { + direction: vec2f, + radius: f32, + _pad: f32, +}; +@group(0) @binding(3) var<uniform> params: GaussianBlurParams; + +@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { + let texel_size = 1.0 / uniforms.resolution; + let offset = params.direction * texel_size; + + var color = vec4f(0.0); + let kernel_size = i32(params.radius); + var weight_sum = 0.0; + + for (var i = -kernel_size; i <= kernel_size; i++) { + let sample_offset = f32(i) * offset; + let weight = exp(-f32(i * i) / (2.0 * params.radius * params.radius)); + color += textureSample(input_texture, input_sampler, in.uv + sample_offset) * weight; + weight_sum += weight; + } + + return color / weight_sum; +} |
