diff options
Diffstat (limited to 'common/shaders/gaussian_blur.wgsl')
| -rw-r--r-- | common/shaders/gaussian_blur.wgsl | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/common/shaders/gaussian_blur.wgsl b/common/shaders/gaussian_blur.wgsl new file mode 100644 index 0000000..293977f --- /dev/null +++ b/common/shaders/gaussian_blur.wgsl @@ -0,0 +1,45 @@ +// Gaussian blur shader for Sequence v2 +#include "sequence_uniforms" + +@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: vec2<f32>, + radius: f32, + _pad: f32, +}; +@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; + + var color = vec4<f32>(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; +} |
