NazaraEngine/assets/shaders/gaussian_blur.nzsl

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[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;
}