33 lines
1.4 KiB
WebGPU Shading Language
33 lines
1.4 KiB
WebGPU Shading Language
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// HDRBloom blur pass (PlainComputeShader). Box-blurs the thresholded bloom
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// mip into a second rgba16float target — demonstrating an N-target float
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// chain: this pass SAMPLES the texture the threshold pass wrote (storage
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// write → sampled read across a submit barrier) and WRITES another
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// user-owned float storage texture. Two such targets prove the mip-pyramid
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// shape a real bloom needs.
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//
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// Layout mirrors threshold.comp.wgsl (src = bloom mip A, dst = bloom mip B).
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struct Dim { w: u32, h: u32, _0: u32, _1: u32 };
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@group(0) @binding(0) var<uniform> dim : Dim;
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@group(1) @binding(0) var src : texture_2d<f32>;
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@group(1) @binding(1) var dst : texture_storage_2d<rgba16float, write>;
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const R: i32 = 6; // box radius → 13×13 kernel; a wide, cheap glow
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@compute @workgroup_size(8, 8, 1)
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fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
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if (gid.x >= dim.w || gid.y >= dim.h) { return; }
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let maxX = i32(dim.w) - 1;
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let maxY = i32(dim.h) - 1;
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var sum = vec3<f32>(0.0);
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var count = 0.0;
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for (var dy = -R; dy <= R; dy = dy + 1) {
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for (var dx = -R; dx <= R; dx = dx + 1) {
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let x = clamp(i32(gid.x) + dx, 0, maxX);
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let y = clamp(i32(gid.y) + dy, 0, maxY);
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sum = sum + textureLoad(src, vec2<i32>(x, y), 0).rgb;
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count = count + 1.0;
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}
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}
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textureStore(dst, vec2<i32>(i32(gid.x), i32(gid.y)), vec4<f32>(sum / count, 1.0));
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}
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