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43 lines
1.3 KiB
WebGPU Shading Language
43 lines
1.3 KiB
WebGPU Shading Language
struct Config {
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unused : f32,
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};
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@group(0) @binding(0) var<uniform> config : Config;
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@group(0) @binding(1) var linearSampler : sampler;
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@group(0) @binding(2) var tex : texture_2d<f32>;
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@group(0) @binding(3) var bloomTex : texture_2d<f32>;
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@group(0) @binding(4) var backgroundTex : texture_2d<f32>;
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@group(0) @binding(5) var outputTex : texture_storage_2d<rgba8unorm, write>;
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struct ComputeInput {
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@builtin(global_invocation_id) id : vec3<u32>,
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};
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fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
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var primary = textureSampleLevel(tex, linearSampler, uv, 0.0);
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var bloom = textureSampleLevel(bloomTex, linearSampler, uv, 0.0);
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return primary + bloom;
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}
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@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
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var unused = config.unused;
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// Resolve the invocation ID to a texel coordinate
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var coord = vec2<u32>(input.id.xy);
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var screenSize = textureDimensions(tex);
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if (coord.x >= screenSize.x) {
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return;
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}
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var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
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var bgColor = textureSampleLevel( backgroundTex, linearSampler, vec2<f32>(uv.x, 1.0 - uv.y), 0.0 ).rgb;
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// Combine the texture and bloom, then blow it out to reveal more of the image
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var brightness = getBrightness(uv);
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textureStore(outputTex, coord, vec4<f32>(bgColor * (brightness.r + brightness.g * 2.0), 1.0));
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}
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