struct Config { pyramidHeight : f32, bloomStrength : f32 }; @group(0) @binding(0) var config : Config; @group(0) @binding(1) var linearSampler : sampler; @group(0) @binding(2) var tex1 : texture_2d; @group(0) @binding(3) var tex2 : texture_2d; @group(0) @binding(4) var tex3 : texture_2d; @group(0) @binding(5) var tex4 : texture_2d; @group(0) @binding(6) var outputTex : texture_storage_2d; struct ComputeInput { @builtin(global_invocation_id) id : vec3, }; @compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) { var coord = vec2(input.id.xy); var outputSize = textureDimensions(outputTex); if (coord.x >= outputSize.x) { return; } var uv = (vec2(coord) + 0.5) / vec2(outputSize); var sum = vec4(0.0); // for (var i = 0.0; i < config.pyramidHeight; i += 1.0) { // var weight = (1.0 - i / config.pyramidHeight); // weight = pow(weight + 0.5, 1.0 / 3.0); // sum += textureSampleLevel( tex, linearSampler, uv, i + 1.0 ) * weight; // } { var i = 0.0; var weight = (1.0 - i / config.pyramidHeight); weight = pow(weight + 0.5, 1.0 / 3.0); sum += textureSampleLevel( tex1, linearSampler, uv, i + 1.0 ) * weight; } { var i = 1.0; var weight = (1.0 - i / config.pyramidHeight); weight = pow(weight + 0.5, 1.0 / 3.0); sum += textureSampleLevel( tex2, linearSampler, uv, i + 1.0 ) * weight; } { var i = 2.0; var weight = (1.0 - i / config.pyramidHeight); weight = pow(weight + 0.5, 1.0 / 3.0); sum += textureSampleLevel( tex3, linearSampler, uv, i + 1.0 ) * weight; } { var i = 3.0; var weight = (1.0 - i / config.pyramidHeight); weight = pow(weight + 0.5, 1.0 / 3.0); sum += textureSampleLevel( tex4, linearSampler, uv, i + 1.0 ) * weight; } textureStore(outputTex, coord, sum * config.bloomStrength); }