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-rw-r--r--common/shaders/gaussian_blur.wgsl32
1 files changed, 0 insertions, 32 deletions
diff --git a/common/shaders/gaussian_blur.wgsl b/common/shaders/gaussian_blur.wgsl
deleted file mode 100644
index 7f85719..0000000
--- a/common/shaders/gaussian_blur.wgsl
+++ /dev/null
@@ -1,32 +0,0 @@
-// 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;
-}