#version 450 // See common.slang for copyright and other information. #include "parameters.slang" layout(push_constant) uniform Push { vec4 SourceSize; float SIGMA; } param; #include "common.slang" layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { const vec2 offset = vec2(get_offset(param.SIGMA) * param.SourceSize.z, 0.0); FragColor = 0.5 * (texture(Source, vTexCoord - offset) + texture(Source, vTexCoord + offset)); }