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(
name: "Bloom",
resources: [
(
name: "hdrSampler",
kind: Texture(kind: Sampler2D, fallback: White),
binding: 0
),
(
name: "properties",
kind: PropertyGroup([
(name: "worldViewProjection", kind: Matrix4()),
(name: "threshold", kind: Float(value: 1.01)),
]),
binding: 0
),
],
passes: [
(
name: "Primary",
draw_parameters: DrawParameters(
cull_face: None,
color_write: ColorMask(
red: true,
green: true,
blue: true,
alpha: true,
),
depth_write: false,
stencil_test: None,
depth_test: None,
blend: None,
stencil_op: StencilOp(
fail: Keep,
zfail: Keep,
zpass: Keep,
write_mask: 0xFFFF_FFFF,
),
scissor_box: None
),
vertex_shader:
r#"
layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec2 vertexTexCoord;
out vec2 texCoord;
void main()
{
texCoord = vertexTexCoord;
gl_Position = properties.worldViewProjection * vec4(vertexPosition, 1.0);
}
"#,
fragment_shader:
r#"
in vec2 texCoord;
out vec4 outBrightColor;
void main() {
vec3 hdrPixel = texture(hdrSampler, texCoord).rgb;
if (S_Luminance(hdrPixel) > properties.threshold) {
outBrightColor = vec4(hdrPixel, 0.0);
} else {
outBrightColor = vec4(0.0);
}
}
"#,
)
]
)