struct BloomParams {
filter_radius: f32,
_padding0: f32,
_padding1: f32,
_padding2: f32,
}
@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: BloomParams;
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;
}
@fragment
fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
// The filter kernel is applied with a radius, specified in texture
// coordinates, so that the radius will vary across mip resolutions.
let x = params.filter_radius;
let y = params.filter_radius;
// Take 9 samples around current texel:
// a - b - c
// d - e - f
// g - h - i
let a = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(-x, y)).rgb;
let b = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(0.0, y)).rgb;
let c = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(x, y)).rgb;
let d = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(-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>(x, 0.0)).rgb;
let g = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(-x, -y)).rgb;
let h = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(0.0, -y)).rgb;
let i = textureSample(source_texture, source_sampler, in.uv + vec2<f32>(x, -y)).rgb;
// Apply weighted distribution using a 3x3 tent filter:
// 1 | 1 2 1 |
// -- * | 2 4 2 |
// 16 | 1 2 1 |
var upsample = e * 4.0;
upsample += (b + d + f + h) * 2.0;
upsample += (a + c + g + i);
upsample *= 1.0 / 16.0;
return vec4<f32>(upsample, 1.0);
}