bloom.wgsl
Bindings
Name |
Group |
Binding index |
Binding type |
Type |
input_texture
#
|
0 |
0 |
|
texture_2d<f32>
|
s
#
|
0 |
1 |
|
sampler
|
uniforms
#
|
0 |
2 |
<uniform> |
BloomUniforms
|
Structures
Functions
Shader defs:
🟢
FIRST_DOWNSAMPLE
fn
soft_threshold(color:
vec3<f32>)
->
vec3<f32>
fn
tonemapping_luminance(v:
vec3<f32>)
->
f32
fn
rgb_to_srgb_simple(color:
vec3<f32>)
->
vec3<f32>
fn
karis_average(color:
vec3<f32>)
->
f32
fn
sample_input_13_tap(uv:
vec2<f32>)
->
vec3<f32>
fn
sample_input_3x3_tent(uv:
vec2<f32>)
->
vec3<f32>
Shader defs:
🟢
FIRST_DOWNSAMPLE
fn
downsample_first(output_uv:
vec2<f32>)
->
@location(0) vec4<f32>
Returns:
@location(0) vec4<f32>
fn
downsample(uv:
vec2<f32>)
->
@location(0) vec4<f32>
Returns:
@location(0) vec4<f32>
fn
upsample(uv:
vec2<f32>)
->
@location(0) vec4<f32>
Returns:
@location(0) vec4<f32>