// Glow pass 2: additive blend. Adds the blurred highlights (scaled by
// `intensity`) back onto the original frame and clamps to [0, 1].
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
@vertex
fn vs_main(@builtin(vertex_index) vertex_idx: u32) -> VertexOutput {
var positions = array<vec2<f32>, 6>(
vec2<f32>(-1.0, 1.0), vec2<f32>( 1.0, 1.0), vec2<f32>(-1.0, -1.0),
vec2<f32>(-1.0, -1.0), vec2<f32>( 1.0, 1.0), vec2<f32>( 1.0, -1.0),
);
var uvs = array<vec2<f32>, 6>(
vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 0.0), vec2<f32>(0.0, 1.0),
vec2<f32>(0.0, 1.0), vec2<f32>(1.0, 0.0), vec2<f32>(1.0, 1.0),
);
var out: VertexOutput;
out.position = vec4<f32>(positions[vertex_idx], 0.0, 1.0);
out.uv = uvs[vertex_idx];
return out;
}
@group(0) @binding(0) var original_tex: texture_2d<f32>;
@group(0) @binding(1) var glow_tex: texture_2d<f32>;
@group(0) @binding(2) var<uniform> u: BlendUniforms;
// Matches Rust BlendUniforms (field order/size kept in sync).
struct BlendUniforms {
intensity: f32, // additive weight of the glow layer
_pad0: f32,
_pad1: f32,
_pad2: f32,
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let coord = vec2<i32>(in.position.xy);
let base = textureLoad(original_tex, coord, 0);
let glow = textureLoad(glow_tex, coord, 0).rgb;
let rgb = clamp(base.rgb + glow * u.intensity, vec3<f32>(0.0), vec3<f32>(1.0));
return vec4<f32>(rgb, base.a);
}