Files
matrix/shaders/wgsl/imagePass.wgsl
Rezmason e8be232e9b Fixing several embarrassing bugs.
WebGPU and REGL projects now flipY again, and they properly flip the symbolY glyph coordinate in the rain pass's fragment shader.
Switching on some older code that was disabled for FF Nightly support— it makes more sense to wait for that support as implementations finalize.
Added mipmap to images loaded into REGL project.
2022-10-11 09:25:24 -07:00

43 lines
1.3 KiB
WebGPU Shading Language

struct Config {
unused : 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);
return primary + bloom;
}
@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
var unused = config.unused;
// 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, vec2<f32>(uv.x, 1.0 - uv.y), 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));
}