Files
matrix/shaders/wgsl/imagePass.wgsl
2022-09-16 21:08:00 -07:00

41 lines
1.3 KiB
WebGPU Shading Language

struct Config {
bloomStrength : f32,
};
@group(0) @binding(0) var<uniform> config : Config;
@group(0) @binding(1) var linearSampler : sampler;
@group(0) @binding(2) var tex : texture_2d<f32>;
@group(0) @binding(3) var bloomTex : texture_2d<f32>;
@group(0) @binding(4) var backgroundTex : texture_2d<f32>;
@group(0) @binding(5) var outputTex : texture_storage_2d<rgba8unorm, write>;
struct ComputeInput {
@builtin(global_invocation_id) id : vec3<u32>,
};
fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
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<f32>(1.0));
}
@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
// Resolve the invocation ID to a texel coordinate
var coord = vec2<i32>(input.id.xy);
var screenSize = textureDimensions(tex);
if (coord.x >= screenSize.x) {
return;
}
var uv = vec2<f32>(coord) / vec2<f32>(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);
textureStore(outputTex, coord, vec4<f32>(bgColor * (brightness.r + brightness.g * 2.0), 1.0));
}