// 5x5 gaussian blur @group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d; #include "common_uniforms" #include "render/fullscreen_vs" // effect_params.p: x=strength, y=strength_audio, z=stretch struct WgslEffectParams { p: vec4f, c: vec4f } @group(0) @binding(2) var uniforms: CommonUniforms; @group(0) @binding(3) var effect_params: WgslEffectParams; @fragment fn fs_main(@builtin(position) p: vec4f) -> @location(0) vec4f { let pulse = 1.0 + uniforms.audio_intensity * effect_params.p.y; let size = effect_params.p.x * pulse; let dir = vec2f(1., effect_params.p.z) * size / uniforms.resolution.x; let uv = p.xy / uniforms.resolution; var res = vec4f(0.0); 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 + vec2f(x, y) * dir); } } return res * (1. / 25.0); }