Examples/DeferredShading: Improve bloom quality
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@@ -20,7 +20,8 @@ external
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struct FragIn
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{
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[builtin(fragcoord)] fragcoord: vec4<f32>
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[builtin(fragcoord)] fragcoord: vec4<f32>,
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[location(0)] uv: vec2<f32>
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}
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struct FragOut
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@@ -30,31 +31,38 @@ struct FragOut
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struct VertIn
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{
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[location(0)] pos: vec3<f32>
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[location(0)] pos: vec2<f32>,
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[location(1)] uv: vec2<f32>
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}
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struct VertOut
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{
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[builtin(position)] position: vec4<f32>
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[builtin(position)] position: vec4<f32>,
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[location(0)] uv: vec2<f32>
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}
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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{
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let BrightLuminance = 0.8;
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/*let BrightLuminance = 0.8;
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let BrightMiddleGrey = 0.5;
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let BrightThreshold = 0.7;
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let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize * 10.0;
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let color = colorTexture.Sample(fragcoord).rgb;
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let color = colorTexture.Sample(input.uv).rgb;
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color *= BrightMiddleGrey / BrightLuminance;
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color *= vec3<f32>(1.0, 1.0, 1.0) + (color / (BrightThreshold*BrightThreshold));
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color -= vec3<f32>(0.5, 0.5, 0.5);
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color /= vec3<f32>(1.0, 1.0, 1.0) + color;
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color /= vec3<f32>(1.0, 1.0, 1.0) + color;*/
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let output: FragOut;
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output.color = vec4<f32>(max(color, vec3<f32>(0.0, 0.0, 0.0)), 1.0);
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//output.color = vec4<f32>(max(color, vec3<f32>(0.0, 0.0, 0.0)), 1.0);
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let color = colorTexture.Sample(input.uv).rgb;
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let brightness = dot(color, vec3<f32>(0.2126, 0.7152, 0.0722));
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if (brightness > 1.0)
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output.color = vec4<f32>(color, 1.0);
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else
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output.color = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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return output;
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}
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@@ -63,7 +71,8 @@ fn main(input: FragIn) -> FragOut
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4<f32>(input.pos, 1.0);
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output.position = vec4<f32>(input.pos, 0.0, 1.0);
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output.uv = input.uv;
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return output;
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}
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@@ -15,7 +15,7 @@ struct ViewerData
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external
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{
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[set(0), binding(0)] viewerData: uniform<ViewerData>,
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[set(0), binding(1)] colorTexture: sampler2D<f32>,
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//[set(0), binding(1)] colorTexture: sampler2D<f32>,
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[set(0), binding(2)] bloomTexture: sampler2D<f32>,
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}
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@@ -31,7 +31,7 @@ struct FragOut
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struct VertIn
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{
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[location(0)] pos: vec3<f32>
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[location(0)] pos: vec2<f32>
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}
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struct VertOut
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@@ -45,7 +45,7 @@ fn main(input: FragIn) -> FragOut
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let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize;
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let output: FragOut;
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output.color = colorTexture.Sample(fragcoord) + bloomTexture.Sample(fragcoord);
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output.color = /*colorTexture.Sample(fragcoord) + */bloomTexture.Sample(fragcoord);
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return output;
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}
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@@ -54,7 +54,7 @@ fn main(input: FragIn) -> FragOut
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4<f32>(input.pos, 1.0);
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output.position = vec4<f32>(input.pos, 0.0, 1.0);
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return output;
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}
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@@ -15,7 +15,7 @@ struct FragOut
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struct VertIn
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{
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[location(0)] pos: vec3<f32>,
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[location(0)] pos: vec2<f32>,
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[location(1)] uv: vec2<f32>
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}
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@@ -40,7 +40,7 @@ fn main(input: FragIn) -> FragOut
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4<f32>(input.pos, 1.0);
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output.position = vec4<f32>(input.pos, 0.0, 1.0);
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output.vertUV = input.uv;
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return output;
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}
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@@ -12,10 +12,18 @@ struct ViewerData
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eyePosition: vec3<f32>
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}
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[layout(std140)]
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struct BlurData
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{
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direction: vec2<f32>,
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sizeFactor: f32
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}
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external
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{
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[set(0), binding(0)] viewerData: uniform<ViewerData>,
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[set(0), binding(1)] colorTexture: sampler2D<f32>,
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[set(0), binding(2)] blurData: uniform<BlurData>
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}
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struct FragIn
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@@ -30,7 +38,7 @@ struct FragOut
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struct VertIn
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{
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[location(0)] pos: vec3<f32>
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[location(0)] pos: vec2<f32>
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}
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struct VertOut
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@@ -41,26 +49,16 @@ struct VertOut
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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{
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let invTargetSize = viewerData.invRenderTargetSize * 10.0;
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let invTargetSize = viewerData.invRenderTargetSize * blurData.sizeFactor;
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let fragcoord = input.fragcoord.xy * invTargetSize;
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let color = colorTexture.Sample(fragcoord).rgb * 0.2270270270;
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let filter = vec2<f32>(1.0, 0.0);
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color += colorTexture.Sample(fragcoord + filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord - filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord + blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord - blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord + filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord - filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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filter = vec2<f32>(0.0, 1.0);
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color += colorTexture.Sample(fragcoord + filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord - filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord + filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord - filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord + blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord - blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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let output: FragOut;
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output.color = vec4<f32>(color, 1.0);
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@@ -72,7 +70,7 @@ fn main(input: FragIn) -> FragOut
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4<f32>(input.pos, 1.0);
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output.position = vec4<f32>(input.pos, 0.0, 1.0);
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return output;
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}
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@@ -30,7 +30,7 @@ struct FragOut
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struct VertIn
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{
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[location(0)] pos: vec3<f32>
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[location(0)] pos: vec2<f32>
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}
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struct VertOut
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@@ -60,7 +60,7 @@ fn main(input: FragIn) -> FragOut
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4<f32>(input.pos, 1.0);
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output.position = vec4<f32>(input.pos, 0.0, 1.0);
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return output;
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}
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