struct VertexOutput { @builtin(position) position: vec4f, @location(0) tex_coord: vec2f, } struct EffectUniforms { resolution: vec2f, direction: vec2f, scalars: vec4f, } @group(0) @binding(0) var input_texture: texture_2d; @group(0) @binding(1) var input_sampler: sampler; @group(1) @binding(0) var uniforms: EffectUniforms; @fragment fn fragment_main(input: VertexOutput) -> @location(0) vec4f { let texel_size = vec2f(1.0, 1.0) / uniforms.resolution; let sigma = uniforms.scalars.x; let step_size = uniforms.scalars.y; var color = vec4f(0.0, 0.0, 0.0, 0.0); var total_weight = 0.0; for (var index = -30; index <= 30; index = index + 1) { let position = f32(index) * step_size; let weight = exp(-(position * position) / (2.0 * sigma * sigma)); let sample_uv = input.tex_coord + (texel_size * uniforms.direction * position); color = color + textureSample(input_texture, input_sampler, sample_uv) * weight; total_weight = total_weight + weight; } return color / total_weight; }