[nzsl_version("1.0")] module; import VertOut, VertexShader from Engine.FullscreenVertex; import ViewerData from Engine.ViewerData; [layout(std140)] struct BlurData { direction: vec2[f32], sizeFactor: f32 } external { [set(0), binding(0)] viewerData: uniform[ViewerData], [set(0), binding(1)] colorTexture: sampler2D[f32], [set(0), binding(2)] blurData: uniform[BlurData] } struct FragOut { [location(0)] color: vec4[f32] } [entry(frag)] fn main(input: VertOut) -> 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[f32](color, 1.0); return output; }