[[group(0), binding(0)]] var linearSampler : sampler; [[group(0), binding(1)]] var tex : texture_2d; [[group(0), binding(2)]] var bloomTex : texture_2d; [[group(0), binding(3)]] var backgroundTex : texture_2d; struct VertOutput { [[builtin(position)]] Position : vec4; [[location(0)]] uv : vec2; }; [[stage(vertex)]] fn vertMain([[builtin(vertex_index)]] index : u32) -> VertOutput { var uv = vec2(f32(index % 2u), f32((index + 1u) % 6u / 3u)); var position = vec4(uv * 2.0 - 1.0, 1.0, 1.0); return VertOutput(position, uv); } [[stage(fragment)]] fn fragMain(input : VertOutput) -> [[location(0)]] vec4 { var uv = input.uv; uv.y = 1.0 - uv.y; var bgColor = textureSample( backgroundTex, linearSampler, uv ).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; brightness = pow(brightness, 1.5); return vec4(bgColor * brightness, 1.0); }