[[block]] struct Config { bloomStrength : f32; direction : vec2; }; [[group(0), binding(0)]] var config : Config; [[group(0), binding(1)]] var nearestSampler : sampler; [[group(0), binding(2)]] var tex : texture_2d; [[group(0), binding(3)]] var outputTex : texture_storage_2d; struct ComputeInput { [[builtin(global_invocation_id)]] id : vec3; }; [[stage(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 offset = config.direction / vec2(outputSize); var sum = vec4(0.0); sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * 3.0, 0.0 ) * 0.006; sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * 2.0, 0.0 ) * 0.061; sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * 1.0, 0.0 ) * 0.242; sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * 0.0, 0.0 ) * 0.383; sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * -1.0, 0.0 ) * 0.242; sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * -2.0, 0.0 ) * 0.061; sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * -3.0, 0.0 ) * 0.006; textureStore(outputTex, coord, sum * config.bloomStrength); }