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path: root/common/shaders/gaussian_blur.wgsl
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// Gaussian blur shader for Sequence v2
#include "sequence_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;
}