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}