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Fishing2/Packages/com.waveharmonic.crest/Runtime/Shaders/Utility/Blur.compute

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// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
#pragma exclude_renderers glcore gles3
#pragma kernel BlurHorizontal
#pragma kernel BlurVertical
#pragma multi_compile_local d_Float1 d_Float2 d_Float3 d_Float4
#if d_Float1
#define m_Type float
#elif d_Float2
#define m_Type float2
#elif d_Float3
#define m_Type float3
#elif d_Float4
#define m_Type float4
#endif
Texture2DArray<m_Type> _Crest_Source;
RWTexture2DArray<m_Type> _Crest_Target;
uint _Crest_Resolution;
static const float w0 = 0.4026;
static const float w1 = 0.2442;
static const float w2 = 0.0545;
uint PositiveOffset(uint value, uint offset)
{
return min(value + offset, _Crest_Resolution - 1);
}
uint NegativeOffset(uint value, uint offset)
{
return value < offset ? 0 : value - offset;
}
[numthreads(8, 8, 1)]
void BlurHorizontal(const uint3 id : SV_DispatchThreadID)
{
_Crest_Target[id] =
_Crest_Source[id] * w0 +
_Crest_Source[uint3(PositiveOffset(id.x, 1), id.y, id.z)] * w1 +
_Crest_Source[uint3(NegativeOffset(id.x, 1), id.y, id.z)] * w1 +
_Crest_Source[uint3(PositiveOffset(id.x, 2), id.y, id.z)] * w2 +
_Crest_Source[uint3(NegativeOffset(id.x, 2), id.y, id.z)] * w2;
}
[numthreads(8, 8, 1)]
void BlurVertical(const uint3 id : SV_DispatchThreadID)
{
_Crest_Target[id] =
_Crest_Source[id] * w0 +
_Crest_Source[uint3(id.x, PositiveOffset(id.y, 1), id.z)] * w1 +
_Crest_Source[uint3(id.x, NegativeOffset(id.y, 1), id.z)] * w1 +
_Crest_Source[uint3(id.x, PositiveOffset(id.y, 2), id.z)] * w2 +
_Crest_Source[uint3(id.x, NegativeOffset(id.y, 2), id.z)] * w2;
}