Files
matrix/shaders/wgsl/imagePass.wgsl

32 lines
1.1 KiB
WebGPU Shading Language

[[group(0), binding(0)]] var linearSampler : sampler;
[[group(0), binding(1)]] var tex : texture_2d<f32>;
[[group(0), binding(2)]] var bloomTex : texture_2d<f32>;
[[group(0), binding(3)]] var backgroundTex : texture_2d<f32>;
[[group(0), binding(4)]] 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) {
// Resolve the invocation ID to a single cell
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 = min(1.0, textureSampleLevel( tex, linearSampler, uv, 0.0 ).r * 2.0);
brightness = brightness + textureSampleLevel( bloomTex, linearSampler, uv, 0.0 ).r;
brightness = pow(brightness, 1.5);
textureStore(outputTex, coord, vec4<f32>(bgColor * brightness, 1.0));
}