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path: root/workspaces/main/shaders/gaussian_blur.wgsl
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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);
}