[[block]] struct Config { bloomStrength : f32; pyramidHeight : 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 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 sum = vec4(0.0); for (var i = 0.0; i < config.pyramidHeight; i = i + 1.0) { sum = sum + (1.0 - i / config.pyramidHeight) * textureSampleLevel( tex, linearSampler, uv, i + 1.0 ); } textureStore(outputTex, coord, sum * config.bloomStrength); }