// Copyright 2020 Google LLC Texture2D textureColor : register(t1); SamplerState samplerColor : register(s1); cbuffer UBO : register(b0) { float blurScale; float blurStrength; }; [[vk::constant_id(0)]] const int blurdirection = 0; float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET { 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; textureColor.GetDimensions(textureSize.x, textureSize.y); float2 tex_offset = 1.0 / textureSize * blurScale; // gets size of single texel float3 result = textureColor.Sample(samplerColor, inUV).rgb * weight[0]; // current fragment's contribution for(int i = 1; i < 5; ++i) { if (blurdirection == 1) { // H result += textureColor.Sample(samplerColor, inUV + float2(tex_offset.x * i, 0.0)).rgb * weight[i] * blurStrength; result += textureColor.Sample(samplerColor, inUV - float2(tex_offset.x * i, 0.0)).rgb * weight[i] * blurStrength; } else { // V result += textureColor.Sample(samplerColor, inUV + float2(0.0, tex_offset.y * i)).rgb * weight[i] * blurStrength; result += textureColor.Sample(samplerColor, inUV - float2(0.0, tex_offset.y * i)).rgb * weight[i] * blurStrength; } } return float4(result, 1.0); }