#version 450 #include "config.inc" #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; #include "includes/functions.include.slang" #define SourceTexture Source #define SourceTextureSize params.SourceSize #define b_offset_x -0.05 #define Pi2 6.28318530717959 vec3 blur(float Quality, float Directions, float Size, vec2 co) { Size = Size * NEW_SCALEMOD_Y; vec4 iResolution = SourceTextureSize; vec2 Radius = Size/iResolution.xy ; vec3 color = vec3(0.0,0.0,0.0); vec3 lookup = vec3(0.0,0.0,0.0); float steps=0.0; for( float d=0.0; d