// Motion blur: directional blur along an angle.
//
// Parameters: radius (pixels), angle (degrees). Taps interpolate
// bilinearly so off-axis directions produce a smooth streak instead of
// duplicated nearest texels.
@compute @workgroup_size(WORKGROUP_X, WORKGROUP_Y)
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
let dims = vec2<u32>(uniforms.output_dimensions);
if gid.x >= dims.x || gid.y >= dims.y {
return;
}
let mapped = (vec2<f32>(gid.xy) + vec2<f32>(0.5)) * uniforms.input_dimensions
/ uniforms.output_dimensions;
let radius = max(i32(round(param(0u))), 0);
if radius == 0 {
textureStore(output_texture, vec2<i32>(gid.xy), load_input(map_to_input(gid.xy)));
return;
}
let angle = param(1u) * DEGREES_TO_RADIANS;
let direction = vec2<f32>(cos(angle), sin(angle));
var sum = vec4<f32>(0.0);
var total_weight = 0.0;
for (var i = -radius; i <= radius; i++) {
let sample_uv = (mapped + direction * f32(i)) / uniforms.input_dimensions;
let weight = 1.0 - abs(f32(i)) / f32(radius + 1);
sum += sample_input_bilinear(sample_uv) * weight;
total_weight += weight;
}
textureStore(output_texture, vec2<i32>(gid.xy), sum / total_weight);
}