1#version 450
2
3// Kuwase Blur
4// based on a shadertoy by Kubuxu
5// https://www.shadertoy.com/view/Xl3XW7
6
7layout(push_constant) uniform Push
8{
9	vec4 SourceSize;
10	vec4 OriginalSize;
11	vec4 OutputSize;
12	uint FrameCount;
13} params;
14
15layout(std140, set = 0, binding = 0) uniform UBO
16{
17	mat4 MVP;
18} global;
19
20#pragma stage vertex
21layout(location = 0) in vec4 Position;
22layout(location = 1) in vec2 TexCoord;
23layout(location = 0) out vec2 vTexCoord;
24
25void main()
26{
27   gl_Position = global.MVP * Position;
28   vTexCoord = TexCoord;
29}
30
31#pragma stage fragment
32layout(location = 0) in vec2 vTexCoord;
33layout(location = 0) out vec4 FragColor;
34layout(set = 0, binding = 2) uniform sampler2D Source;
35
36vec4 reSample(float d, vec2 uv, sampler2D decal)
37{
38
39    vec2 step1 = (vec2(d) + 0.5) * params.SourceSize.zw;
40    vec4 color = vec4(0.);
41    color += texture(decal, uv + step1) / 4.;
42    color += texture(decal,  uv - step1) / 4.;
43  	vec2 step2 = step1;
44    step2.x = -step2.x;
45    color += texture(decal, uv + step2) / 4.;
46    color += texture(decal,  uv - step2) / 4.;
47    return color;
48}
49
50void main()
51{
52   FragColor = reSample(4., vTexCoord, Source);
53}