2022-01-21 22:38:16 +00:00
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let bloomDir = vec2(0.0, 1.0);
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var<private> offsets : array<f32, 3> = array<f32, 3>(0.0, 1.384615421, 3.230769157);
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var<private> weights : array<f32, 3> = array<f32, 3>(0.227027029, 0.31621623, 0.07027027);
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struct BloomUniforms {
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2022-03-28 14:31:22 +00:00
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radius : f32,
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dim : f32,
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2022-01-21 22:38:16 +00:00
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}
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@group(0) @binding(0) var<uniform> bloom : BloomUniforms;
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@group(0) @binding(1) var bloomTexture : texture_2d<f32>;
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@group(0) @binding(2) var bloomSampler : sampler;
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struct FragmentInput {
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@location(0)
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2022-03-28 14:31:22 +00:00
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texCoord : vec2<f32>,
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2022-01-21 22:38:16 +00:00
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}
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fn getGaussianBlur(texCoord : vec2<f32>) -> vec4<f32> {
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let texelRadius = (vec2(bloom.radius) / vec2<f32>(textureDimensions(bloomTexture)));
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let step = (bloomDir * texelRadius);
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var sum = vec4(0.0);
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sum = (sum + (textureSample(bloomTexture, bloomSampler, texCoord) * weights[0]));
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sum = (sum + (textureSample(bloomTexture, bloomSampler, (texCoord + (step * 1.0))) * weights[1]));
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sum = (sum + (textureSample(bloomTexture, bloomSampler, (texCoord - (step * 1.0))) * weights[1]));
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sum = (sum + (textureSample(bloomTexture, bloomSampler, (texCoord + (step * 2.0))) * weights[2]));
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sum = (sum + (textureSample(bloomTexture, bloomSampler, (texCoord - (step * 2.0))) * weights[2]));
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return vec4(sum.rgb, 1.0);
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}
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@group(0) @binding(3) var prevTexture : texture_2d<f32>;
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@stage(fragment)
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fn fragmentMain(input : FragmentInput) -> @location(0) vec4<f32> {
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let blurColor = getGaussianBlur(input.texCoord);
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let dimColor = (textureSample(prevTexture, bloomSampler, input.texCoord) * bloom.dim);
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return (blurColor + dimColor);
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}
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