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bloomCombine.wgsl
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struct Config {
pyramidHeight : f32,
bloomStrength : f32
};
@group(0) @binding(0) var<uniform> config : Config;
@group(0) @binding(1) var linearSampler : sampler;
@group(0) @binding(2) var tex1 : texture_2d<f32>;
@group(0) @binding(3) var tex2 : texture_2d<f32>;
@group(0) @binding(4) var tex3 : texture_2d<f32>;
@group(0) @binding(5) var tex4 : texture_2d<f32>;
@group(0) @binding(6) var outputTex : texture_storage_2d<rgba8unorm, write>;
struct ComputeInput {
@builtin(global_invocation_id) id : vec3<u32>,
};
@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 sum = vec4<f32>(0.0);
// for (var i = 0.0; i < config.pyramidHeight; i += 1.0) {
// var weight = (1.0 - i / config.pyramidHeight);
// weight = pow(weight + 0.5, 1.0 / 3.0);
// sum += textureSampleLevel( tex, linearSampler, uv, i + 1.0 ) * weight;
// }
{
var i = 0.0;
var weight = (1.0 - i / config.pyramidHeight);
weight = pow(weight + 0.5, 1.0 / 3.0);
sum += textureSampleLevel( tex1, linearSampler, uv, i + 1.0 ) * weight;
}
{
var i = 1.0;
var weight = (1.0 - i / config.pyramidHeight);
weight = pow(weight + 0.5, 1.0 / 3.0);
sum += textureSampleLevel( tex2, linearSampler, uv, i + 1.0 ) * weight;
}
{
var i = 2.0;
var weight = (1.0 - i / config.pyramidHeight);
weight = pow(weight + 0.5, 1.0 / 3.0);
sum += textureSampleLevel( tex3, linearSampler, uv, i + 1.0 ) * weight;
}
{
var i = 3.0;
var weight = (1.0 - i / config.pyramidHeight);
weight = pow(weight + 0.5, 1.0 / 3.0);
sum += textureSampleLevel( tex4, linearSampler, uv, i + 1.0 ) * weight;
}
textureStore(outputTex, coord, sum * config.bloomStrength);
}