[nzsl_version("1.0")] module; import 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 FragIn { [location(0)] uv: vec2[f32] } struct FragOut { [location(0)] color: vec4[f32] } struct VertIn { [location(0)] pos: vec2[f32], [location(1)] uv: vec2[f32], } struct VertOut { [location(0)] uv: vec2[f32], [builtin(position)] position: vec4[f32] } [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[f32](color, 1.0); return output; } [entry(vert)] fn main(input: VertIn) -> VertOut { let output: VertOut; output.position = vec4[f32](input.pos, 0.0, 1.0); output.uv = input.uv; return output; }