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1// Bloom works by creating an intermediate texture with a bunch of mip levels, each half the size of the previous.
2// You then downsample each mip (starting with the original texture) to the lower resolution mip under it, going in order.
3// You then upsample each mip (starting from the smallest mip) and blend with the higher resolution mip above it (ending on the original texture).
4//
5// References:
6// * [COD] - Next Generation Post Processing in Call of Duty - http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
7// * [PBB] - Physically Based Bloom - https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom
9struct BloomUniforms {
10 threshold_precomputations: vec4<f32>,
11 viewport: vec4<f32>,
12 scale: vec2<f32>,
13 aspect: f32,
14};
16@group(0) @binding(0) var input_texture: texture_2d<f32>;
17@group(0) @binding(1) var s: sampler;
19@group(0) @binding(2) var<uniform> uniforms: BloomUniforms;
21#ifdef FIRST_DOWNSAMPLE
22// https://catlikecoding.com/unity/tutorials/advanced-rendering/bloom/#3.4
23fn soft_threshold(color: vec3<f32>) -> vec3<f32> {
24 let brightness = max(color.r, max(color.g, color.b));
25 var softness = brightness - uniforms.threshold_precomputations.y;
26 softness = clamp(softness, 0.0, uniforms.threshold_precomputations.z);
27 softness = softness * softness * uniforms.threshold_precomputations.w;
28 var contribution = max(brightness - uniforms.threshold_precomputations.x, softness);
29 contribution /= max(brightness, 0.00001); // Prevent division by 0
30 return color * contribution;
32#endif
34// luminance coefficients from Rec. 709.
35// https://en.wikipedia.org/wiki/Rec._709
36fn tonemapping_luminance(v: vec3<f32>) -> f32 {
37 return dot(v, vec3<f32>(0.2126, 0.7152, 0.0722));
40fn rgb_to_srgb_simple(color: vec3<f32>) -> vec3<f32> {
41 return pow(color, vec3<f32>(1.0 / 2.2));
44// http://graphicrants.blogspot.com/2013/12/tone-mapping.html
45fn karis_average(color: vec3<f32>) -> f32 {
46 // Luminance calculated by gamma-correcting linear RGB to non-linear sRGB using pow(color, 1.0 / 2.2)
47 // and then calculating luminance based on Rec. 709 color primaries.
48 let luma = tonemapping_luminance(rgb_to_srgb_simple(color)) / 4.0;
49 return 1.0 / (1.0 + luma);
52// [COD] slide 153
53fn sample_input_13_tap(uv: vec2<f32>) -> vec3<f32> {
54#ifdef UNIFORM_SCALE
55 // This is the fast path. When the bloom scale is uniform, the 13 tap sampling kernel can be
56 // expressed with constant offsets.
57 //
58 // It's possible that this isn't meaningfully faster than the "slow" path. However, because it
59 // is hard to test performance on all platforms, and uniform bloom is the most common case, this
60 // path was retained when adding non-uniform (anamorphic) bloom. This adds a small, but nonzero,
61 // cost to maintainability, but it does help me sleep at night.
62 let a = textureSample(input_texture, s, uv, vec2<i32>(-2, 2)).rgb;
63 let b = textureSample(input_texture, s, uv, vec2<i32>(0, 2)).rgb;
64 let c = textureSample(input_texture, s, uv, vec2<i32>(2, 2)).rgb;
65 let d = textureSample(input_texture, s, uv, vec2<i32>(-2, 0)).rgb;
66 let e = textureSample(input_texture, s, uv).rgb;
67 let f = textureSample(input_texture, s, uv, vec2<i32>(2, 0)).rgb;
68 let g = textureSample(input_texture, s, uv, vec2<i32>(-2, -2)).rgb;
69 let h = textureSample(input_texture, s, uv, vec2<i32>(0, -2)).rgb;
70 let i = textureSample(input_texture, s, uv, vec2<i32>(2, -2)).rgb;
71 let j = textureSample(input_texture, s, uv, vec2<i32>(-1, 1)).rgb;
72 let k = textureSample(input_texture, s, uv, vec2<i32>(1, 1)).rgb;
73 let l = textureSample(input_texture, s, uv, vec2<i32>(-1, -1)).rgb;
74 let m = textureSample(input_texture, s, uv, vec2<i32>(1, -1)).rgb;
75#else
76 // This is the flexible, but potentially slower, path for non-uniform sampling. Because the
77 // sample is not a constant, and it can fall outside of the limits imposed on constant sample
78 // offsets (-8..8), we have to compute the pixel offset in uv coordinates using the size of the
79 // texture.
80 //
81 // It isn't clear if this is meaningfully slower than using the offset syntax, the spec doesn't
82 // mention it anywhere: https://www.w3.org/TR/WGSL/#texturesample, but the fact that the offset
83 // syntax uses a const-expr implies that it allows some compiler optimizations - maybe more
84 // impactful on mobile?
85 let scale = uniforms.scale;
86 let ps = scale / vec2<f32>(textureDimensions(input_texture));
87 let pl = 2.0 * ps;
88 let ns = -1.0 * ps;
89 let nl = -2.0 * ps;
90 let a = textureSample(input_texture, s, uv + vec2<f32>(nl.x, pl.y)).rgb;
91 let b = textureSample(input_texture, s, uv + vec2<f32>(0.00, pl.y)).rgb;
92 let c = textureSample(input_texture, s, uv + vec2<f32>(pl.x, pl.y)).rgb;
93 let d = textureSample(input_texture, s, uv + vec2<f32>(nl.x, 0.00)).rgb;
94 let e = textureSample(input_texture, s, uv).rgb;
95 let f = textureSample(input_texture, s, uv + vec2<f32>(pl.x, 0.00)).rgb;
96 let g = textureSample(input_texture, s, uv + vec2<f32>(nl.x, nl.y)).rgb;
97 let h = textureSample(input_texture, s, uv + vec2<f32>(0.00, nl.y)).rgb;
98 let i = textureSample(input_texture, s, uv + vec2<f32>(pl.x, nl.y)).rgb;
99 let j = textureSample(input_texture, s, uv + vec2<f32>(ns.x, ps.y)).rgb;
100 let k = textureSample(input_texture, s, uv + vec2<f32>(ps.x, ps.y)).rgb;
101 let l = textureSample(input_texture, s, uv + vec2<f32>(ns.x, ns.y)).rgb;
102 let m = textureSample(input_texture, s, uv + vec2<f32>(ps.x, ns.y)).rgb;
103#endif
105#ifdef FIRST_DOWNSAMPLE
106 // [COD] slide 168
107 //
108 // The first downsample pass reads from the rendered frame which may exhibit
109 // 'fireflies' (individual very bright pixels) that should not cause the bloom effect.
110 //
111 // The first downsample uses a firefly-reduction method proposed by Brian Karis
112 // which takes a weighted-average of the samples to limit their luma range to [0, 1].
113 // This implementation matches the LearnOpenGL article [PBB].
114 var group0 = (a + b + d + e) * (0.125f / 4.0f);
115 var group1 = (b + c + e + f) * (0.125f / 4.0f);
116 var group2 = (d + e + g + h) * (0.125f / 4.0f);
117 var group3 = (e + f + h + i) * (0.125f / 4.0f);
118 var group4 = (j + k + l + m) * (0.5f / 4.0f);
119 group0 *= karis_average(group0);
120 group1 *= karis_average(group1);
121 group2 *= karis_average(group2);
122 group3 *= karis_average(group3);
123 group4 *= karis_average(group4);
124 return group0 + group1 + group2 + group3 + group4;
125#else
126 var sample = (a + c + g + i) * 0.03125;
127 sample += (b + d + f + h) * 0.0625;
128 sample += (e + j + k + l + m) * 0.125;
129 return sample;
130#endif
133// [COD] slide 162
134fn sample_input_3x3_tent(uv: vec2<f32>) -> vec3<f32> {
135 // While this is probably technically incorrect, it makes nonuniform bloom smoother, without
136 // having any impact on uniform bloom, which simply evaluates to 1.0 here.
137 let frag_size = uniforms.scale / vec2<f32>(textureDimensions(input_texture));
138 let x = frag_size.x;
139 let y = frag_size.y;
141 let a = textureSample(input_texture, s, vec2<f32>(uv.x - x, uv.y + y)).rgb;
142 let b = textureSample(input_texture, s, vec2<f32>(uv.x, uv.y + y)).rgb;
143 let c = textureSample(input_texture, s, vec2<f32>(uv.x + x, uv.y + y)).rgb;
145 let d = textureSample(input_texture, s, vec2<f32>(uv.x - x, uv.y)).rgb;
146 let e = textureSample(input_texture, s, vec2<f32>(uv.x, uv.y)).rgb;
147 let f = textureSample(input_texture, s, vec2<f32>(uv.x + x, uv.y)).rgb;
149 let g = textureSample(input_texture, s, vec2<f32>(uv.x - x, uv.y - y)).rgb;
150 let h = textureSample(input_texture, s, vec2<f32>(uv.x, uv.y - y)).rgb;
151 let i = textureSample(input_texture, s, vec2<f32>(uv.x + x, uv.y - y)).rgb;
153 var sample = e * 0.25;
154 sample += (b + d + f + h) * 0.125;
155 sample += (a + c + g + i) * 0.0625;
157 return sample;
160#ifdef FIRST_DOWNSAMPLE
161@fragment
162fn downsample_first(@location(0) output_uv: vec2<f32>) -> @location(0) vec4<f32> {
163 let sample_uv = uniforms.viewport.xy + output_uv * uniforms.viewport.zw;
164 var sample = sample_input_13_tap(sample_uv);
165 // Lower bound of 0.0001 is to avoid propagating multiplying by 0.0 through the
166 // downscaling and upscaling which would result in black boxes.
167 // The upper bound is to prevent NaNs.
168 // with f32::MAX (E+38) Chrome fails with ":value 340282346999999984391321947108527833088.0 cannot be represented as 'f32'"
169 sample = clamp(sample, vec3<f32>(0.0001), vec3<f32>(3.40282347E+37));
171#ifdef USE_THRESHOLD
172 sample = soft_threshold(sample);
173#endif
175 return vec4<f32>(sample, 1.0);
177#endif
179@fragment
180fn downsample(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
181 return vec4<f32>(sample_input_13_tap(uv), 1.0);
184@fragment
185fn upsample(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
186 return vec4<f32>(sample_input_3x3_tent(uv), 1.0);
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