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// 5x5 gaussian blur
@group(0) @binding(0) var smplr: sampler;
@group(0) @binding(1) var txt: texture_2d<f32>;
#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<uniform> uniforms: CommonUniforms;
@group(0) @binding(3) var<uniform> params: GaussianBlurParams;
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
// 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<f32>(1., params.stretch) * size / uniforms.resolution.x;
let uv = p.xy / uniforms.resolution;
var res = vec4<f32>(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<f32>(x, y) * dir);
}
}
return res * (1. / 25.0);
}
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