Moving bloomPass's pyramids off of mipmaps fixes its appearance in Firefox Nightly

This commit is contained in:
Rezmason
2021-12-06 07:34:04 -08:00
parent 9896e2da84
commit 577e94c7d1
4 changed files with 71 additions and 22 deletions

View File

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