Files
matrix/shaders/wgsl/bloomCombine.wgsl

67 lines
2.0 KiB
WebGPU Shading Language

struct Config {
pyramidHeight : f32;
};
[[group(0), binding(0)]] var<uniform> config : Config;
[[group(0), binding(1)]] var linearSampler : sampler;
// Currently mipmap textures aren't working as expected in Firefox Nightly
// [[group(0), binding(2)]] var tex : texture_2d<f32>;
// [[group(0), binding(3)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
[[group(0), binding(2)]] var tex1 : texture_2d<f32>;
[[group(0), binding(3)]] var tex2 : texture_2d<f32>;
[[group(0), binding(4)]] var tex3 : texture_2d<f32>;
[[group(0), binding(5)]] var tex4 : texture_2d<f32>;
[[group(0), binding(6)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
struct ComputeInput {
[[builtin(global_invocation_id)]] id : vec3<u32>;
};
[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
var coord = vec2<i32>(input.id.xy);
var outputSize = textureDimensions(outputTex);
if (coord.x >= outputSize.x) {
return;
}
var uv = (vec2<f32>(coord) + 0.5) / vec2<f32>(outputSize);
var sum = vec4<f32>(0.0);
// for (var i = 0.0; i < config.pyramidHeight; i = i + 1.0) {
// var weight = (1.0 - i / config.pyramidHeight);
// weight = pow(weight + 0.5, 1.0 / 3.0);
// sum = sum + textureSampleLevel( tex, linearSampler, uv, i + 1.0 ) * weight;
// }
{
var i = 0.0;
var weight = (1.0 - i / config.pyramidHeight);
weight = pow(weight + 0.5, 1.0 / 3.0);
sum = sum + textureSampleLevel( tex1, linearSampler, uv, i + 1.0 ) * weight;
}
{
var i = 1.0;
var weight = (1.0 - i / config.pyramidHeight);
weight = pow(weight + 0.5, 1.0 / 3.0);
sum = sum + textureSampleLevel( tex2, linearSampler, uv, i + 1.0 ) * weight;
}
{
var i = 2.0;
var weight = (1.0 - i / config.pyramidHeight);
weight = pow(weight + 0.5, 1.0 / 3.0);
sum = sum + textureSampleLevel( tex3, linearSampler, uv, i + 1.0 ) * weight;
}
{
var i = 3.0;
var weight = (1.0 - i / config.pyramidHeight);
weight = pow(weight + 0.5, 1.0 / 3.0);
sum = sum + textureSampleLevel( tex4, linearSampler, uv, i + 1.0 ) * weight;
}
textureStore(outputTex, coord, sum);
}