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-rw-r--r--workspaces/test/shaders/gaussian_blur.wgsl36
1 files changed, 36 insertions, 0 deletions
diff --git a/workspaces/test/shaders/gaussian_blur.wgsl b/workspaces/test/shaders/gaussian_blur.wgsl
new file mode 100644
index 0000000..02156f7
--- /dev/null
+++ b/workspaces/test/shaders/gaussian_blur.wgsl
@@ -0,0 +1,36 @@
+@group(0) @binding(0) var smplr: sampler;
+@group(0) @binding(1) var txt: texture_2d<f32>;
+
+#include "common_uniforms"
+struct GaussianBlurParams {
+ strength: f32,
+ _pad: f32,
+};
+
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+@group(0) @binding(3) var<uniform> params: GaussianBlurParams;
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
+ var pos = array<vec2<f32>, 3>(
+ vec2<f32>(-1, -1),
+ vec2<f32>(3, -1),
+ vec2<f32>(-1, 3)
+ );
+ return vec4<f32>(pos[i], 0.0, 1.0);
+}
+
+@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = p.xy / uniforms.resolution;
+ var res = vec4<f32>(0.0);
+
+ // Parameterized strength + dramatic beat pulsation
+ let pulse = 0.5 + uniforms.audio_intensity * 2.0; // Pulsate between 0.5x and 2.5x with beat
+ let size = params.strength * pulse;
+
+ for (var x: f32 = -2.0; x <= 2.0; x += 1.0) {
+ for (var y: f32 = -2.0; y <= 2.0; y += 1.0) {
+ res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / uniforms.resolution.x);
+ }
+ }
+ return res / 25.0;
+}