struct DownsampleParams {
mip_level: u32,
_padding0: u32,
_padding1: u32,
_padding2: u32,
}
@group(0) @binding(0) var source_texture: texture_2d<f32>;
@group(0) @binding(1) var source_sampler: sampler;
@group(0) @binding(2) var<uniform> params: DownsampleParams;
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
@vertex
fn vertex_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
let uv = vec2<f32>(
f32((vertex_index << 1u) & 2u),
f32(vertex_index & 2u)
);
let clip_position = vec4<f32>(uv * 2.0 - 1.0, 0.0, 1.0);
var out: VertexOutput;
out.clip_position = clip_position;
out.uv = vec2<f32>(uv.x, 1.0 - uv.y);
return out;
}
fn rgb_to_luminance(col: vec3<f32>) -> f32 {
return dot(col, vec3<f32>(0.2126, 0.7152, 0.0722));
}
fn karis_average(col: vec3<f32>) -> f32 {
let luma = rgb_to_luminance(col) * 0.25;
return 1.0 / (1.0 + luma);
}
@fragment
fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
let texture_size = vec2<f32>(textureDimensions(source_texture));
let texel_size = 1.0 / texture_size;
let x = texel_size.x;
let y = texel_size.y;
// Take 13 samples around current texel 'e':
// a - b - c
// - j - k -
// d - e - f
// - l - m -
// g - h - i
let a = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(-2.0*x, 2.0*y)).rgb;
let b = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(0.0, 2.0*y)).rgb;
let c = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(2.0*x, 2.0*y)).rgb;
let d = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(-2.0*x, 0.0)).rgb;
let e = textureSample(source_texture, source_sampler, in.uv).rgb;
let f = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(2.0*x, 0.0)).rgb;
let g = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(-2.0*x, -2.0*y)).rgb;
let h = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(0.0, -2.0*y)).rgb;
let i = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(2.0*x, -2.0*y)).rgb;
let j = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(-x, y)).rgb;
let k = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(x, y)).rgb;
let l = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(-x, -y)).rgb;
let m = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(x, -y)).rgb;
var downsample: vec3<f32>;
if params.mip_level == 0u {
// First mip: apply Karis average to prevent fireflies from overly bright subpixels
var groups: array<vec3<f32>, 5>;
groups[0] = (a + b + d + e) * (0.125 / 4.0);
groups[1] = (b + c + e + f) * (0.125 / 4.0);
groups[2] = (d + e + g + h) * (0.125 / 4.0);
groups[3] = (e + f + h + i) * (0.125 / 4.0);
groups[4] = (j + k + l + m) * (0.5 / 4.0);
groups[0] *= karis_average(groups[0]);
groups[1] *= karis_average(groups[1]);
groups[2] *= karis_average(groups[2]);
groups[3] *= karis_average(groups[3]);
groups[4] *= karis_average(groups[4]);
downsample = groups[0] + groups[1] + groups[2] + groups[3] + groups[4];
} else {
// Subsequent mips: standard weighted distribution
downsample = e * 0.125;
downsample += (a + c + g + i) * 0.03125;
downsample += (b + d + f + h) * 0.0625;
downsample += (j + k + l + m) * 0.125;
}
// Clamp to prevent black boxes from multiplications yielding 0
downsample = max(downsample, vec3<f32>(0.0001));
return vec4<f32>(downsample, 1.0);
}