// 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" struct GaussianBlurParams { strength: f32, strength_audio: f32, stretch: f32, // dir_y / dir_x _pad: f32, }; @group(0) @binding(2) var uniforms: CommonUniforms; @group(0) @binding(3) var params: GaussianBlurParams; @fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { // Parameterized strength + dramatic beat pulsation let pulse = 1.0 + uniforms.audio_intensity * params.strength_audio; // Pulsate beat let size = params.strength * pulse; let dir = vec2(1., params.stretch) * size / uniforms.resolution.x; let uv = p.xy / uniforms.resolution; var res = vec4(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 + vec2(x, y) * dir); } } return res * (1. / 25.0); }