[layout(std140)] struct ViewerData { projectionMatrix: mat4, invProjectionMatrix: mat4, viewMatrix: mat4, invViewMatrix: mat4, viewProjMatrix: mat4, invViewProjMatrix: mat4, renderTargetSize: vec2, invRenderTargetSize: vec2, eyePosition: vec3 } [layout(std140)] struct BlurData { direction: vec2, sizeFactor: f32 } external { [set(0), binding(0)] viewerData: uniform, [set(0), binding(1)] colorTexture: sampler2D, [set(0), binding(2)] blurData: uniform } struct FragIn { [location(0)] uv: vec2 } struct FragOut { [location(0)] color: vec4 } struct VertIn { [location(0)] pos: vec2, [location(1)] uv: vec2, } struct VertOut { [location(0)] uv: vec2, [builtin(position)] position: vec4 } [entry(frag)] fn main(input: FragIn) -> FragOut { let invTargetSize = viewerData.invRenderTargetSize * blurData.sizeFactor; let color = colorTexture.Sample(input.uv).rgb * 0.2270270270; color += colorTexture.Sample(input.uv + blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162; color += colorTexture.Sample(input.uv - blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162; color += colorTexture.Sample(input.uv + blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703; color += colorTexture.Sample(input.uv - blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703; let output: FragOut; output.color = vec4(color, 1.0); return output; } [entry(vert)] fn main(input: VertIn) -> VertOut { let output: VertOut; output.position = vec4(input.pos, 0.0, 1.0); output.uv = input.uv; return output; }