Ported all the post processing regl passes to WebGPU. Fixed the CORS stuff in loadTexture. Renamed createRenderTargetTexture to makePassFBO, to conform with the regl project. Added make1DTexture, which stripePass uses.

This commit is contained in:
Rezmason
2021-11-06 05:03:16 -07:00
parent 230847e5b8
commit 89b9f4e363
13 changed files with 785 additions and 30 deletions

View File

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[[group(0), binding(0)]] var linearSampler : sampler;
[[group(0), binding(1)]] var tex : texture_2d<f32>;
[[group(0), binding(2)]] var bloomTex : texture_2d<f32>;
[[group(0), binding(3)]] var backgroundTex : texture_2d<f32>;
struct VertOutput {
[[builtin(position)]] Position : vec4<f32>;
[[location(0)]] uv : vec2<f32>;
};
[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] index : u32) -> VertOutput {
var uv = vec2<f32>(f32(index % 2u), f32((index + 1u) % 6u / 3u));
var position = vec4<f32>(uv * 2.0 - 1.0, 1.0, 1.0);
return VertOutput(position, uv);
}
[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
var uv = input.uv;
uv.y = 1.0 - uv.y;
var bgColor = textureSample( backgroundTex, linearSampler, uv ).rgb;
// Combine the texture and bloom, then blow it out to reveal more of the image
var brightness = min(1.0, textureSample( tex, linearSampler, uv ).r * 2.0);
brightness = brightness + textureSample( bloomTex, linearSampler, uv ).r;
brightness = pow(brightness, 1.5);
return vec4<f32>(bgColor * brightness, 1.0);
}