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// Gaussian blur effect v2 - single-pass blur
#pragma once
#include "gpu/effect.h"
#include "gpu/uniform_helper.h"
struct GaussianBlurParams {
float strength = 8.0f;
float strength_audio = 0.5f;
float stretch = 1.0f;
float _pad = 0.0f;
};
static_assert(sizeof(GaussianBlurParams) == 16,
"GaussianBlurParams must be 16 bytes");
class GaussianBlur : public Effect {
public:
GaussianBlur(const GpuContext& ctx, const std::vector<std::string>& inputs,
const std::vector<std::string>& outputs, float start_time,
float end_time);
void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params,
NodeRegistry& nodes) override;
private:
WGPURenderPipeline pipeline_;
WGPUBindGroup bind_group_;
WGPUSampler sampler_;
GaussianBlurParams blur_params_;
UniformBuffer<GaussianBlurParams> params_buffer_;
UniformBuffer<UniformsSequenceParams> uniforms_buffer_;
};
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