48 lines
No EOL
1.1 KiB
Text
48 lines
No EOL
1.1 KiB
Text
/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float2 UV;
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};
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struct UBO
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{
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float radialBlurScale;
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float radialBlurStrength;
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float2 radialOrigin;
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};
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ConstantBuffer<UBO> ubo;
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Sampler2D samplerColor;
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[shader("vertex")]
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VSOutput vertexMain(uint VertexIndex: SV_VertexID)
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{
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VSOutput output;
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output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
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output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(VSOutput input)
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{
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int2 texDim;
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samplerColor.GetDimensions(texDim.x, texDim.y);
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float2 radialSize = float2(1.0 / texDim.x, 1.0 / texDim.y);
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float2 UV = input.UV;
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float4 color = float4(0.0, 0.0, 0.0, 0.0);
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UV += radialSize * 0.5 - ubo.radialOrigin;
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#define samples 32
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for (int i = 0; i < samples; i++)
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{
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float scale = 1.0 - ubo.radialBlurScale * (float(i) / float(samples - 1));
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color += samplerColor.Sample(UV * scale + ubo.radialOrigin);
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}
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return (color / samples) * ubo.radialBlurStrength;
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} |