/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSOutput { float4 Pos : SV_POSITION; float2 UV; }; struct UBO { float radialBlurScale; float radialBlurStrength; float2 radialOrigin; }; ConstantBuffer ubo; Sampler2D samplerColor; [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) { int2 texDim; samplerColor.GetDimensions(texDim.x, texDim.y); float2 radialSize = float2(1.0 / texDim.x, 1.0 / texDim.y); float2 UV = input.UV; 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 += samplerColor.Sample(UV * scale + ubo.radialOrigin); } return (color / samples) * ubo.radialBlurStrength; }