Examples/DeferredShading: Improve bloom quality
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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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