struct Config { unused : f32, }; @group(0) @binding(0) var config : Config; @group(0) @binding(1) var linearSampler : sampler; @group(0) @binding(2) var tex : texture_2d; @group(0) @binding(3) var bloomTex : texture_2d; @group(0) @binding(4) var backgroundTex : texture_2d; @group(0) @binding(5) var outputTex : texture_storage_2d; struct ComputeInput { @builtin(global_invocation_id) id : vec3, }; fn getBrightness(uv : vec2) -> vec4 { var primary = textureSampleLevel(tex, linearSampler, uv, 0.0); var bloom = textureSampleLevel(bloomTex, linearSampler, uv, 0.0); return primary + bloom; } @compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) { var unused = config.unused; // Resolve the invocation ID to a texel coordinate var coord = vec2(input.id.xy); var screenSize = textureDimensions(tex); if (coord.x >= screenSize.x) { return; } var uv = vec2(coord) / vec2(screenSize); var bgColor = textureSampleLevel( backgroundTex, linearSampler, vec2(uv.x, 1.0 - uv.y), 0.0 ).rgb; // Combine the texture and bloom, then blow it out to reveal more of the image var brightness = getBrightness(uv); textureStore(outputTex, coord, vec4(bgColor * (brightness.r + brightness.g * 2.0), 1.0)); }