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synced 2026-04-22 23:59:31 -07:00
The primary and bloom textures are now combined with a weight so that fainter bloom doesn't create a fainter overall effect.
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@@ -1,13 +1,24 @@
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[[group(0), binding(0)]] var linearSampler : sampler;
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[[group(0), binding(1)]] var tex : texture_2d<f32>;
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[[group(0), binding(2)]] var bloomTex : texture_2d<f32>;
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[[group(0), binding(3)]] var backgroundTex : texture_2d<f32>;
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[[group(0), binding(4)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
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struct Config {
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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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[[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 bloomTex : texture_2d<f32>;
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[[group(0), binding(4)]] var backgroundTex : texture_2d<f32>;
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[[group(0), binding(5)]] 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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};
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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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}
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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// Resolve the invocation ID to a texel coordinate
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@@ -23,8 +34,7 @@ struct ComputeInput {
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var bgColor = textureSampleLevel( backgroundTex, linearSampler, uv, 0.0 ).rgb;
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// Combine the texture and bloom, then blow it out to reveal more of the image
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var brightness = min(1.0, textureSampleLevel( tex, linearSampler, uv, 0.0 ).r * 2.0);
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brightness = brightness + textureSampleLevel( bloomTex, linearSampler, uv, 0.0 ).r;
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var brightness = getBrightness(uv).r;
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brightness = pow(brightness, 1.5);
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textureStore(outputTex, coord, vec4<f32>(bgColor * brightness, 1.0));
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