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Diffstat (limited to 'common/shaders/gaussian_blur.wgsl')
| -rw-r--r-- | common/shaders/gaussian_blur.wgsl | 15 |
1 files changed, 1 insertions, 14 deletions
diff --git a/common/shaders/gaussian_blur.wgsl b/common/shaders/gaussian_blur.wgsl index 293977f..551d522 100644 --- a/common/shaders/gaussian_blur.wgsl +++ b/common/shaders/gaussian_blur.wgsl @@ -1,5 +1,6 @@ // 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>; @@ -12,20 +13,6 @@ struct GaussianBlurParams { }; @group(0) @binding(3) var<uniform> params: GaussianBlurParams; -struct VertexOutput { - @builtin(position) position: vec4<f32>, - @location(0) uv: vec2<f32>, -}; - -@vertex fn vs_main(@builtin(vertex_index) vid: u32) -> VertexOutput { - var out: VertexOutput; - let x = f32((vid & 1u) << 1u); - let y = f32((vid & 2u)); - out.position = vec4<f32>(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0); - out.uv = vec2<f32>(x, y); - return out; -} - @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { let texel_size = 1.0 / uniforms.resolution; let offset = params.direction * texel_size; |
