/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; }; struct VSOutput { float4 Pos : SV_POSITION; float4 ProjCoord; }; struct UBO { float4x4 projection; float4x4 view; float4x4 model; }; ConstantBuffer ubo; Sampler2D samplerColor; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.ProjCoord = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0)))); output.Pos = output.ProjCoord; return output; } [shader("fragment")] float4 fragmentMain(VSOutput input, bool FrontFacing : SV_IsFrontFace) { float4 tmp = (1.0 / input.ProjCoord.w).xxxx; float4 projCoord = input.ProjCoord * tmp; // Scale and bias projCoord += float4(1.0, 1.0, 1.0, 1.0); projCoord *= float4(0.5, 0.5, 0.5, 0.5); // Slow single pass blur // For demonstration purposes only const float blurSize = 1.0 / 512.0; float4 color = float4(float3(0.0, 0.0, 0.0), 1.); if (FrontFacing) { // Only render mirrored scene on front facing (upper) side of mirror surface float4 reflection = float4(0.0, 0.0, 0.0, 0.0); for (int x = -3; x <= 3; x++) { for (int y = -3; y <= 3; y++) { reflection += samplerColor.Sample(float2(projCoord.x + x * blurSize, projCoord.y + y * blurSize)) / 49.0; } } color += reflection; } return color; }