The primary and bloom textures are now combined with a weight so that fainter bloom doesn't create a fainter overall effect.

This commit is contained in:
Rezmason
2021-12-24 21:33:39 -08:00
parent a962a6128d
commit 928067996d
20 changed files with 113 additions and 35 deletions

View File

@@ -1,4 +1,5 @@
import { makeComputeTarget, loadTexture, loadShader, makeBindGroup, makePass } from "./utils.js";
import { structs } from "../../lib/gpu-buffer.js";
import { makeComputeTarget, makeUniformBuffer, loadTexture, loadShader, makeBindGroup, makePass } from "./utils.js";
// Multiplies the rendered rain and bloom by a loaded in image
@@ -14,6 +15,7 @@ export default ({ config, device }) => {
});
let computePipeline;
let configBuffer;
let output;
let screenSize;
let backgroundTex;
@@ -30,6 +32,9 @@ export default ({ config, device }) => {
entryPoint: "computeMain",
},
});
const configUniforms = structs.from(imageShader.code).Config;
configBuffer = makeUniformBuffer(device, configUniforms, { bloomStrength: config.bloomStrength });
})();
const build = (size, inputs) => {
@@ -37,6 +42,7 @@ export default ({ config, device }) => {
output = makeComputeTarget(device, size);
screenSize = size;
computeBindGroup = makeBindGroup(device, computePipeline, 0, [
configBuffer,
linearSampler,
inputs.primary.createView(),
inputs.bloom.createView(),