/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSOutput { float4 Pos : SV_POSITION; float2 UV; }; struct UBO { float blurScale; float blurStrength; }; ConstantBuffer ubo; Sampler2D samplerColor; [[SpecializationConstant]] const int blurdirection = 0; [shader("vertex")] VSOutput vertexMain(uint VertexIndex: SV_VertexID) { VSOutput output; output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2); output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { float weight[5]; weight[0] = 0.227027; weight[1] = 0.1945946; weight[2] = 0.1216216; weight[3] = 0.054054; weight[4] = 0.016216; float2 textureSize; samplerColor.GetDimensions(textureSize.x, textureSize.y); float2 tex_offset = 1.0 / textureSize * ubo.blurScale; // gets size of single texel float3 result = samplerColor.Sample(input.UV).rgb * weight[0]; // current fragment's contribution for(int i = 1; i < 5; ++i) { if (blurdirection == 1) { // H result += samplerColor.Sample(input.UV + float2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurScale; result += samplerColor.Sample(input.UV - float2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurScale; } else { // V result += samplerColor.Sample(input.UV + float2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurScale; result += samplerColor.Sample(input.UV - float2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurScale; } } return float4(result, 1.0); }