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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