[nzsl_version("1.0")] module; struct VertOut { [location(0)] uv: vec2[f32], [builtin(frag_coord)] fragcoord: vec4[f32], } struct FragOut { [location(0)] color: vec4[f32] } [layout(std140)] struct Data { inv_res: vec2[f32], underwater: i32, } external { [set(0), binding(0)] u_texture: sampler2D[f32], [set(0), binding(1)] u_depth: sampler2D[f32], [set(0), binding(2)] u_data: uniform[Data], } fn Mixf32(a: f32, b: f32, t: f32) -> f32 { return a + (b - a) * t; } fn MixVec4f32(a: vec4[f32], b: vec4[f32], t: f32) -> vec4[f32] { return vec4[f32]( Mixf32(a.x, b.x, t), Mixf32(a.y, b.y, t), Mixf32(a.z, b.z, t), Mixf32(a.w, b.w, t) ); } option EnableDepthOfField: bool = false; fn SampleDepthOfField(uv: vec2[f32], depth: f32) -> vec4[f32] { const focal_depth: f32 = 0.5; const focal_range: f32 = 0.15; const blur_amount: f32 = 0.0005; const samples: i32 = 16; let blur: f32 = clamp(abs(depth - focal_depth) / focal_range, 0.0, 1.0) * blur_amount; let color = vec4[f32](0.0, 0.0, 0.0, 1.0); for i in 0 -> samples { let angle: f32 = f32(i) * 3.14159265 * 2.0 / f32(samples); let offset: vec2[f32] = vec2[f32](cos(angle), sin(angle)) * blur; color += u_texture.Sample(uv + offset); } return color / f32(samples); } option EnableRadialBlur: bool = true; fn SampleRadialBlur(uv: vec2[f32]) -> vec4[f32] { const center = vec2[f32](0.5, 0.5); const blur_strength: f32 = 0.01; const samples: i32 = 16; const fade_start: f32 = -0.1; let dir: vec2[f32] = uv - center; let dist: f32 = length(dir); let dynamic_strength: f32 = blur_strength * dist; let step: vec2[f32] = dir * dynamic_strength / f32(samples); let accum_color: vec4[f32] = vec4[f32](0.0, 0.0, 0.0, 0.0); let sample_uv: vec2[f32] = uv; for i in 0 -> samples { accum_color += u_texture.Sample(sample_uv); sample_uv -= step; } let color = accum_color / f32(samples); let fade: f32 = clamp((dist - fade_start) / (1.0 - fade_start), 0.0, 1.0); return color * (1.0 - fade); } [entry(frag)] fn main(input: VertOut) -> FragOut { let depth: f32 = u_depth.Sample(input.uv).r; let output: FragOut; const if(EnableDepthOfField) output.color = SampleDepthOfField(input.uv, depth); else output.color = u_texture.Sample(input.uv); const if(EnableRadialBlur) output.color = SampleRadialBlur(input.uv); if(u_data.underwater != 0) { const fog_near: f32 = 0.9; const fog_far: f32 = 1.0; const fog_color: vec4[f32] = vec4[f32](0.0, 0.0, 0.25, 1.0); let fog_factor: f32 = (fog_far - depth) / (fog_far - fog_near); fog_factor = clamp(fog_factor, 0.0, 1.0); output.color = MixVec4f32(fog_color, output.color, fog_factor); } output.color.w = 1.0; return output; }