Files
matrix/shaders/wgsl/bloomCombine.wgsl

32 lines
928 B
WebGPU Shading Language

[[block]] struct Config {
bloomStrength : f32;
pyramidHeight : 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 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) {
sum = sum + (1.0 - i / config.pyramidHeight) * textureSampleLevel( tex, linearSampler, uv, i + 1.0 );
}
textureStore(outputTex, coord, sum * config.bloomStrength);
}