@group(0) @binding(0) var source_texture: texture_2d<f32>;
@group(0) @binding(1) var source_sampler: sampler;
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
@vertex
fn vertex_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
let uv = vec2<f32>(
f32((vertex_index << 1u) & 2u),
f32(vertex_index & 2u)
);
var out: VertexOutput;
out.clip_position = vec4<f32>(uv * 2.0 - 1.0, 0.0, 1.0);
out.uv = vec2<f32>(uv.x, 1.0 - uv.y);
return out;
}
@fragment
fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
let texel = 1.0 / vec2<f32>(textureDimensions(source_texture));
let x = texel.x;
let y = texel.y;
let a = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(-2.0 * x, 2.0 * y));
let b = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(0.0, 2.0 * y));
let c = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(2.0 * x, 2.0 * y));
let d = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(-2.0 * x, 0.0));
let e = textureSample(source_texture, source_sampler, in.uv);
let f = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(2.0 * x, 0.0));
let g = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(-2.0 * x, -2.0 * y));
let h = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(0.0, -2.0 * y));
let i = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(2.0 * x, -2.0 * y));
let j = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(-x, y));
let k = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(x, y));
let l = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(-x, -y));
let m = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(x, -y));
var result = e * 0.125;
result += (a + c + g + i) * 0.03125;
result += (b + d + f + h) * 0.0625;
result += (j + k + l + m) * 0.125;
return result;
}