DeferredShading: Add bloom

This commit is contained in:
Jérôme Leclercq
2021-06-01 20:28:19 +02:00
parent 7bbe879d2f
commit 9ee3a0d6be
9 changed files with 441 additions and 20 deletions

View File

@@ -0,0 +1,60 @@
[layout(std140)]
struct ViewerData
{
projectionMatrix: mat4<f32>,
invProjectionMatrix: mat4<f32>,
viewMatrix: mat4<f32>,
invViewMatrix: mat4<f32>,
viewProjMatrix: mat4<f32>,
invViewProjMatrix: mat4<f32>,
renderTargetSize: vec2<f32>,
invRenderTargetSize: vec2<f32>,
eyePosition: vec3<f32>
}
external
{
[binding(0)] colorTexture: sampler2D<f32>,
[binding(1)] bloomTexture: sampler2D<f32>,
[binding(2)] viewerData: uniform<ViewerData>
}
struct FragIn
{
[builtin(fragcoord)] fragcoord: vec4<f32>
}
struct FragOut
{
[location(0)] color: vec4<f32>
}
struct VertIn
{
[location(0)] pos: vec3<f32>
}
struct VertOut
{
[builtin(position)] position: vec4<f32>
}
[entry(frag)]
fn main(input: FragIn) -> FragOut
{
let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize;
let output: FragOut;
output.color = colorTexture.Sample(fragcoord) + bloomTexture.Sample(fragcoord);
return output;
}
[entry(vert)]
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = vec4<f32>(input.pos, 1.0);
return output;
}