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(
name: "GaussianBlur",
resources: [
(
name: "image",
kind: Texture(kind: Sampler2D, fallback: White),
binding: 0
),
(
name: "properties",
kind: PropertyGroup([
(name: "worldViewProjection", kind: Matrix4()),
(name: "pixelSize", kind: Vector2()),
(name: "horizontal", kind: Bool()),
]),
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#"
in vec2 texCoord;
out vec4 outColor;
void main()
{
const float weights[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
vec4 center = texture(image, texCoord);
vec3 result = center.rgb * weights[0];
if (properties.horizontal) {
for (int i = 1; i < 5; ++i) {
float fi = float(i);
result += texture(image, texCoord + vec2(properties.pixelSize.x * fi, 0.0)).rgb * weights[i];
result += texture(image, texCoord - vec2(properties.pixelSize.x * fi, 0.0)).rgb * weights[i];
}
} else {
for (int i = 1; i < 5; ++i) {
float fi = float(i);
result += texture(image, texCoord + vec2(0.0, properties.pixelSize.y * fi)).rgb * weights[i];
result += texture(image, texCoord - vec2(0.0, properties.pixelSize.y * fi)).rgb * weights[i];
}
}
outColor = vec4(result, center.a);
}
"#,
)
]
)