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Moving bloomPass's pyramids off of mipmaps fixes its appearance in Firefox Nightly
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@@ -5,8 +5,16 @@
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[[group(0), binding(0)]] var<uniform> config : Config;
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[[group(0), binding(1)]] var linearSampler : sampler;
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[[group(0), binding(2)]] var tex : texture_2d<f32>;
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[[group(0), binding(3)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
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// Currently mipmap textures aren't working as expected in Firefox Nightly
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// [[group(0), binding(2)]] var tex : texture_2d<f32>;
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// [[group(0), binding(3)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
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[[group(0), binding(2)]] var tex1 : texture_2d<f32>;
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[[group(0), binding(3)]] var tex2 : texture_2d<f32>;
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[[group(0), binding(4)]] var tex3 : texture_2d<f32>;
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[[group(0), binding(5)]] var tex4 : texture_2d<f32>;
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[[group(0), binding(6)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
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struct ComputeInput {
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[[builtin(global_invocation_id)]] id : vec3<u32>;
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@@ -23,10 +31,36 @@ struct ComputeInput {
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var uv = (vec2<f32>(coord) + 0.5) / vec2<f32>(outputSize);
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var sum = vec4<f32>(0.0);
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for (var i = 0.0; i < config.pyramidHeight; i = i + 1.0) {
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// for (var i = 0.0; i < config.pyramidHeight; i = i + 1.0) {
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// var weight = (1.0 - i / config.pyramidHeight);
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// weight = pow(weight + 0.5, 1.0 / 3.0);
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// sum = sum + textureSampleLevel( tex, linearSampler, uv, i + 1.0 ) * weight;
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// }
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{
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var i = 0.0;
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var weight = (1.0 - i / config.pyramidHeight);
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weight = pow(weight + 0.5, 1.0 / 3.0);
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sum = sum + textureSampleLevel( tex, linearSampler, uv, i + 1.0 ) * weight;
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sum = sum + textureSampleLevel( tex1, linearSampler, uv, i + 1.0 ) * weight;
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}
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{
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var i = 1.0;
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var weight = (1.0 - i / config.pyramidHeight);
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weight = pow(weight + 0.5, 1.0 / 3.0);
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sum = sum + textureSampleLevel( tex2, linearSampler, uv, i + 1.0 ) * weight;
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}
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{
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var i = 2.0;
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var weight = (1.0 - i / config.pyramidHeight);
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weight = pow(weight + 0.5, 1.0 / 3.0);
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sum = sum + textureSampleLevel( tex3, linearSampler, uv, i + 1.0 ) * weight;
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}
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{
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var i = 3.0;
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var weight = (1.0 - i / config.pyramidHeight);
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weight = pow(weight + 0.5, 1.0 / 3.0);
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sum = sum + textureSampleLevel( tex4, linearSampler, uv, i + 1.0 ) * weight;
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}
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textureStore(outputTex, coord, sum * config.bloomStrength);
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