procedural-3d-engine/shaders/hlsl/radialblur/radialblur.frag

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// Copyright 2020 Google LLC
Texture2D textureColor : register(t1);
SamplerState samplerColor : register(s1);
struct UBO
{
float radialBlurScale;
float radialBlurStrength;
float2 radialOrigin;
};
cbuffer ubo : register(b0) { UBO ubo; }
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
{
int2 texDim;
textureColor.GetDimensions(texDim.x, texDim.y);
float2 radialSize = float2(1.0 / texDim.x, 1.0 / texDim.y);
float2 UV = inUV;
float4 color = float4(0.0, 0.0, 0.0, 0.0);
UV += radialSize * 0.5 - ubo.radialOrigin;
#define samples 32
for (int i = 0; i < samples; i++)
{
float scale = 1.0 - ubo.radialBlurScale * (float(i) / float(samples-1));
color += textureColor.Sample(samplerColor, UV * scale + ubo.radialOrigin);
}
return (color / samples) * ubo.radialBlurStrength;
}