All the post processing passes are now based on compute pipelines instead of render pipelines.

This commit is contained in:
Rezmason
2021-11-11 21:50:27 -08:00
parent 9ad655ca2e
commit db928bbe7a
13 changed files with 157 additions and 335 deletions

View File

@@ -2,29 +2,30 @@
[[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>;
[[group(0), binding(4)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
struct VertOutput {
[[builtin(position)]] Position : vec4<f32>;
[[location(0)]] uv : vec2<f32>;
struct ComputeInput {
[[builtin(global_invocation_id)]] id : vec3<u32>;
};
[[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(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
[[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4<f32> {
// Resolve the invocation ID to a single cell
var coord = vec2<i32>(input.id.xy);
var screenSize = textureDimensions(tex);
var uv = input.uv;
uv.y = 1.0 - uv.y;
if (coord.x >= screenSize.x) {
return;
}
var bgColor = textureSample( backgroundTex, linearSampler, uv ).rgb;
var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
var bgColor = textureSampleLevel( backgroundTex, linearSampler, uv, 0.0 ).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;
var brightness = min(1.0, textureSampleLevel( tex, linearSampler, uv, 0.0 ).r * 2.0);
brightness = brightness + textureSampleLevel( bloomTex, linearSampler, uv, 0.0 ).r;
brightness = pow(brightness, 1.5);
return vec4<f32>(bgColor * brightness, 1.0);
textureStore(outputTex, coord, vec4<f32>(bgColor * brightness, 1.0));
}