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38 lines
1.4 KiB
WebGPU Shading Language
38 lines
1.4 KiB
WebGPU Shading Language
[[block]] struct Config {
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bloomStrength : f32;
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direction : vec2<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 nearestSampler : sampler;
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[[group(0), binding(2)]] var tex : texture_2d<f32>;
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[[group(0), binding(3)]] 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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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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var coord = vec2<i32>(input.id.xy);
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var outputSize = textureDimensions(outputTex);
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if (coord.x >= outputSize.x) {
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return;
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}
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var uv = (vec2<f32>(coord) + 0.5) / vec2<f32>(outputSize);
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var offset = config.direction / vec2<f32>(outputSize);
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var sum = vec4<f32>(0.0);
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sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * 3.0, 0.0 ) * 0.006;
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sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * 2.0, 0.0 ) * 0.061;
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sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * 1.0, 0.0 ) * 0.242;
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sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * 0.0, 0.0 ) * 0.383;
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sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * -1.0, 0.0 ) * 0.242;
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sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * -2.0, 0.0 ) * 0.061;
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sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * -3.0, 0.0 ) * 0.006;
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textureStore(outputTex, coord, sum * config.bloomStrength);
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}
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