// Bloom post-processing — two passes:
// Pass 1 (threshold): extract bright pixels
// Pass 2 (blur): Gaussian blur on extracted brights
// Composite is done in postprocess.wgsl by sampling bloom texture
struct BloomUniforms {
// x = threshold, y = soft_threshold, z = intensity, w = unused
params: vec4<f32>,
// x = texel_width, y = texel_height
texel_size: vec4<f32>,
}
@group(0) @binding(0) var t_input: texture_2d<f32>;
@group(0) @binding(1) var s_input: sampler;
@group(0) @binding(2) var<uniform> uniforms: BloomUniforms;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
}
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
var out: VertexOutput;
let x = f32(i32(vertex_index) / 2) * 4.0 - 1.0;
let y = f32(i32(vertex_index) % 2) * 4.0 - 1.0;
out.position = vec4<f32>(x, y, 0.0, 1.0);
out.tex_coords = vec2<f32>((x + 1.0) / 2.0, (1.0 - y) / 2.0);
return out;
}
// Luminance for threshold
fn luminance(c: vec3<f32>) -> f32 {
return dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));
}
@fragment
fn fs_threshold(in: VertexOutput) -> @location(0) vec4<f32> {
let color = textureSample(t_input, s_input, in.tex_coords).rgb;
let lum = luminance(color);
let threshold = uniforms.params.x;
let soft = uniforms.params.y;
// Soft knee threshold
let contribution = clamp((lum - threshold + soft) / (2.0 * soft + 1e-7), 0.0, 1.0);
let bright = color * contribution;
return vec4<f32>(bright, 1.0);
}
// 9-tap Gaussian blur weights
const WEIGHTS: array<f32, 5> = array<f32, 5>(
0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216
);
@fragment
fn fs_blur_h(in: VertexOutput) -> @location(0) vec4<f32> {
let texel = vec2<f32>(uniforms.texel_size.x, 0.0);
var result = textureSample(t_input, s_input, in.tex_coords).rgb * WEIGHTS[0];
for (var i = 1; i < 5; i++) {
let offset = texel * f32(i);
result += textureSample(t_input, s_input, in.tex_coords + offset).rgb * WEIGHTS[i];
result += textureSample(t_input, s_input, in.tex_coords - offset).rgb * WEIGHTS[i];
}
return vec4<f32>(result, 1.0);
}
@fragment
fn fs_blur_v(in: VertexOutput) -> @location(0) vec4<f32> {
let texel = vec2<f32>(0.0, uniforms.texel_size.y);
var result = textureSample(t_input, s_input, in.tex_coords).rgb * WEIGHTS[0];
for (var i = 1; i < 5; i++) {
let offset = texel * f32(i);
result += textureSample(t_input, s_input, in.tex_coords + offset).rgb * WEIGHTS[i];
result += textureSample(t_input, s_input, in.tex_coords - offset).rgb * WEIGHTS[i];
}
return vec4<f32>(result, 1.0);
}