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(
name: "Blur",
resources: [
(
name: "inputTexture",
kind: Texture(kind: Sampler2D, fallback: White),
binding: 0
),
(
name: "properties",
kind: PropertyGroup([
(name: "worldViewProjection", kind: Matrix4()),
]),
binding: 0
),
],
passes: [
(
name: "Primary",
draw_parameters: DrawParameters(
cull_face: None,
color_write: ColorMask(
red: true,
green: true,
blue: true,
alpha: true,
),
depth_write: false,
stencil_test: None,
depth_test: None,
blend: None,
stencil_op: StencilOp(
fail: Keep,
zfail: Keep,
zpass: Keep,
write_mask: 0xFFFF_FFFF,
),
scissor_box: None
),
vertex_shader:
r#"
layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec2 vertexTexCoord;
out vec2 texCoord;
void main()
{
texCoord = vertexTexCoord;
gl_Position = properties.worldViewProjection * vec4(vertexPosition, 1.0);
}
"#,
fragment_shader:
r#"
// Simple 4x4 box blur.
out float FragColor;
in vec2 texCoord;
void main()
{
vec2 texelSize = 1.0 / vec2(textureSize(inputTexture, 0));
float result = 0.0;
for (int y = -2; y < 2; ++y)
{
for (int x = -2; x < 2; ++x)
{
vec2 offset = vec2(float(x), float(y)) * texelSize;
result += texture(inputTexture, texCoord + offset).r;
}
}
FragColor = result / 16.0;
}
"#,
)
]
)