// Glow pass 0: highlight extraction. Pixels whose luma is at or above `threshold`
// pass through; everything else becomes black. The result is then blurred and
// added back to the original by the later glow passes.
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 input_tex: texture_2d<f32>;
@group(0) @binding(1) var<uniform> u: ExtractUniforms;
// Matches Rust ExtractUniforms (field order/size kept in sync).
struct ExtractUniforms {
threshold: f32, // luma cutoff in [0, 1]; below it the pixel is suppressed
_pad0: f32,
_pad1: f32,
_pad2: f32,
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let color = textureLoad(input_tex, vec2<i32>(in.position.xy), 0);
let luma = dot(color.rgb, vec3<f32>(0.299, 0.587, 0.114));
let rgb = select(vec3<f32>(0.0), color.rgb, luma >= u.threshold);
return vec4<f32>(rgb, color.a);
}