// Copyright 2020 Google LLC Texture2D textureColor : register(t1); SamplerState samplerColor : register(s1); struct VSOutput { [[vk::location(0)]] float4 ProjCoord : POSITION0; }; float4 main(VSOutput input, bool FrontFacing : SV_IsFrontFace) : SV_TARGET { 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 += textureColor.Sample(samplerColor, float2(projCoord.x + x * blurSize, projCoord.y + y * blurSize)) / 49.0; } } color += reflection; } return color; }