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synced 2026-04-22 07:39:30 -07:00
All the post processing passes are now based on compute pipelines instead of render pipelines.
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@@ -2,29 +2,30 @@
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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 VertOutput {
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[[builtin(position)]] Position : vec4<f32>;
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[[location(0)]] uv : vec2<f32>;
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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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[[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] index : u32) -> VertOutput {
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var uv = vec2<f32>(f32(index % 2u), f32((index + 1u) % 6u / 3u));
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var position = vec4<f32>(uv * 2.0 - 1.0, 1.0, 1.0);
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return VertOutput(position, uv);
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}
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
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// Resolve the invocation ID to a single cell
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var coord = vec2<i32>(input.id.xy);
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var screenSize = textureDimensions(tex);
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var uv = input.uv;
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uv.y = 1.0 - uv.y;
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if (coord.x >= screenSize.x) {
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return;
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}
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var bgColor = textureSample( backgroundTex, linearSampler, uv ).rgb;
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var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
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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, textureSample( tex, linearSampler, uv ).r * 2.0);
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brightness = brightness + textureSample( bloomTex, linearSampler, uv ).r;
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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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brightness = pow(brightness, 1.5);
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return vec4<f32>(bgColor * brightness, 1.0);
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textureStore(outputTex, coord, vec4<f32>(bgColor * brightness, 1.0));
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}
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