struct Config { bloomStrength : 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) * config.bloomStrength; return min((primary + bloom) * (2.0 - config.bloomStrength), vec4(1.0)); } [[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) { // 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, uv, 0.0 ).rgb; // Combine the texture and bloom, then blow it out to reveal more of the image var brightness = getBrightness(uv).r; brightness = pow(brightness, 1.5); textureStore(outputTex, coord, vec4(bgColor * brightness, 1.0)); }