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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; +} |
