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Bindings

input_texture

#
@group(0)
@binding(0)
var input_texture: texture_2d<f32>

s

#
@group(0)
@binding(1)
var s: sampler

uniforms

#
@group(0)
@binding(2)
var<uniform> uniforms: BloomUniforms

Structures

BloomUniforms

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struct BloomUniforms {
threshold_precomputations: vec4<f32> ,
viewport: vec4<f32> ,
scale: vec2<f32> ,
aspect: f32 ,
}

Functions

soft_threshold

#

tonemapping_luminance

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luminance coefficients from Rec. 709. https://en.wikipedia.org/wiki/Rec._709

fn tonemapping_luminance (
v: vec3<f32>
) -> f32

karis_average

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sample_input_13_tap

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[COD] slide 153

fn sample_input_13_tap (
uv: vec2<f32>
) -> vec3<f32>

sample_input_3x3_tent

#

[COD] slide 162

fn sample_input_3x3_tent (
uv: vec2<f32>
) -> vec3<f32>

downsample_first

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@fragment
Calculates the final color of each pixel on the screen
fn downsample_first (
@location(0)
output_uv: vec2<f32>
) ->
@location(0)
vec4<f32>

downsample

#
@fragment
Calculates the final color of each pixel on the screen
fn downsample (
@location(0)
uv: vec2<f32>
) ->
@location(0)
vec4<f32>

upsample

#
@fragment
Calculates the final color of each pixel on the screen
fn upsample (
@location(0)
uv: vec2<f32>
) ->
@location(0)
vec4<f32>
Contents