Files
matrix/shaders/wgsl/bloomBlur.wgsl
2022-11-01 08:07:08 -07:00

46 lines
1.3 KiB
WebGPU Shading Language

const ONE_OVER_SQRT_2PI = 0.39894;
struct Config {
bloomRadius : f32,
direction : vec2<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>,
};
fn gaussianPDF(x : f32) -> f32 {
return ONE_OVER_SQRT_2PI * exp( -0.5 *
( x * x ) / ( config.bloomRadius * config.bloomRadius )
) / config.bloomRadius;
}
@compute @workgroup_size(32, 1, 1) fn computeMain(input : ComputeInput) {
var coord = vec2<u32>(input.id.xy);
var outputSize = textureDimensions(outputTex);
if (coord.x >= outputSize.x) {
return;
}
var uv = (vec2<f32>(coord) + 0.5) / vec2<f32>(outputSize);
var uvOffset = config.direction / vec2<f32>(outputSize);
var weightSum = gaussianPDF(0.0);
var sum = textureSampleLevel( tex, linearSampler, uv, 0.0) * weightSum;
for (var x : f32 = 1.0; x < config.bloomRadius; x += 1.0) {
var weight = gaussianPDF(x);
sum += textureSampleLevel( tex, linearSampler, uv + uvOffset * x, 0.0) * weight;
sum += textureSampleLevel( tex, linearSampler, uv - uvOffset * x, 0.0) * weight;
weightSum += weight * 2.0;
}
textureStore(outputTex, coord, sum / weightSum);
}