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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;
}
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