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https://github.com/Rezmason/matrix.git
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Moving bloom strength math to the combine steps, and fixing a redundant multiply issue in the REGL based renderer
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@@ -1,5 +1,6 @@
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struct Config {
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pyramidHeight : f32,
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bloomStrength : f32
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};
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@group(0) @binding(0) var<uniform> config : Config;
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@@ -62,5 +63,5 @@ struct ComputeInput {
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sum += textureSampleLevel( tex4, linearSampler, uv, i + 1.0 ) * weight;
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}
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textureStore(outputTex, coord, sum);
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textureStore(outputTex, coord, sum * config.bloomStrength);
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}
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@@ -1,5 +1,5 @@
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struct Config {
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bloomStrength : f32,
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unused : f32,
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};
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@group(0) @binding(0) var<uniform> config : Config;
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@@ -15,12 +15,14 @@ struct ComputeInput {
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fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
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var primary = textureSampleLevel(tex, linearSampler, uv, 0.0);
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var bloom = textureSampleLevel(bloomTex, linearSampler, uv, 0.0) * config.bloomStrength;
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return min((primary + bloom) * (2.0 - config.bloomStrength), vec4<f32>(1.0));
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var bloom = textureSampleLevel(bloomTex, linearSampler, uv, 0.0);
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return primary + bloom;
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}
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@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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var unused = config.unused;
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// Resolve the invocation ID to a texel coordinate
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var coord = vec2<i32>(input.id.xy);
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var screenSize = textureDimensions(tex);
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@@ -1,5 +1,5 @@
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struct Config {
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bloomStrength : f32,
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unused : f32,
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};
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struct Time {
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@@ -33,13 +33,15 @@ struct ComputeInput {
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fn getBrightness(uv : vec2<f32>, intensity : f32) -> vec4<f32> {
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var primary = textureSampleLevel(tex, linearSampler, uv, 0.0);
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var bloom = textureSampleLevel(bloomTex, linearSampler, uv, 0.0) * config.bloomStrength;
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var bloom = textureSampleLevel(bloomTex, linearSampler, uv, 0.0);
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return primary * (1.0 + intensity * 0.3) + bloom * 0.5;
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}
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@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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var unused = config.unused;
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// Resolve the invocation ID to a texel coordinate
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var coord = vec2<i32>(input.id.xy);
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var screenSize = textureDimensions(tex);
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@@ -1,5 +1,4 @@
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struct Config {
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bloomStrength : f32,
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ditherMagnitude : f32,
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backgroundColor : vec3<f32>,
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cursorColor : vec3<f32>,
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@@ -40,8 +39,8 @@ fn randomFloat( uv : vec2<f32> ) -> f32 {
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fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
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var primary = textureSampleLevel(tex, linearSampler, uv, 0.0);
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var bloom = textureSampleLevel(bloomTex, linearSampler, uv, 0.0) * config.bloomStrength;
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return min((primary + bloom) * (2.0 - config.bloomStrength), vec4<f32>(1.0));
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var bloom = textureSampleLevel(bloomTex, linearSampler, uv, 0.0);
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return primary + bloom;
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}
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@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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@@ -1,5 +1,4 @@
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struct Config {
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bloomStrength : f32,
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ditherMagnitude : f32,
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backgroundColor : vec3<f32>,
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cursorColor : vec3<f32>,
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@@ -36,8 +35,8 @@ fn randomFloat( uv : vec2<f32> ) -> f32 {
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fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
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var primary = textureSampleLevel(tex, linearSampler, uv, 0.0);
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var bloom = textureSampleLevel(bloomTex, linearSampler, uv, 0.0) * config.bloomStrength;
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return min((primary + bloom) * (2.0 - config.bloomStrength), vec4<f32>(1.0));
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var bloom = textureSampleLevel(bloomTex, linearSampler, uv, 0.0);
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return primary + bloom;
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}
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@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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