diff options
Diffstat (limited to 'common/shaders/gaussian_blur_v2.wgsl')
| -rw-r--r-- | common/shaders/gaussian_blur_v2.wgsl | 45 |
1 files changed, 0 insertions, 45 deletions
diff --git a/common/shaders/gaussian_blur_v2.wgsl b/common/shaders/gaussian_blur_v2.wgsl deleted file mode 100644 index 0f29140..0000000 --- a/common/shaders/gaussian_blur_v2.wgsl +++ /dev/null @@ -1,45 +0,0 @@ -// Gaussian blur shader for Sequence v2 -#include "sequence_v2_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; -} |
