[[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; [[group(0), binding(4)]] var outputTex : texture_storage_2d; struct ComputeInput { [[builtin(global_invocation_id)]] id : vec3; }; [[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 = min(1.0, textureSampleLevel( tex, linearSampler, uv, 0.0 ).r * 2.0); brightness = brightness + textureSampleLevel( bloomTex, linearSampler, uv, 0.0 ).r; brightness = pow(brightness, 1.5); textureStore(outputTex, coord, vec4(bgColor * brightness, 1.0)); }