Medium Filters
Gaussian blur
A smoother blur: weight each of the 7 × 7 samples by a Gaussian bell curve.
How this challenge works
You write a fragment shader that draws the picture above, live in your browser. A match bar shows how close you are, and the score combines accuracy, code size (the par is 889 characters in Unity (Built-in)) and GPU speed. Work in HLSL, GLSL, WGSL, Metal or Godot and export the result when you are done.
The numbers you need
- Samples
i, j from -3 to 3, offset = float2(float(i), float(j)) * 0.005- Weight
w = exp(-(i*i + j*j) / 6.0) (compute with floats)- Result
sum of w * sample, divided by the sum of w
Helper functions provided
The toolbox has: scene(). Add them above your frag function with one click.
Solve it in your language
Unity (Built-in), Unity (URP), Unreal, Shadertoy / WebGL, OpenGL (LWJGL, raylib), three.js, GameMaker, LÖVE (Lua), Godot, Apple (iOS, macOS), WebGPU / Bevy.
Start coding