The final bloom texture view to bind in the post-process pass.
After renderPasses(), this contains the blurred bright regions.
When bloom is disabled it is still a valid (black) texture.
Creates a BloomSystem and builds all internal GPU pipelines.
Active context.
Initial bloom configuration.
Releases all GPU resources owned by the bloom system.
Executes all bloom render passes (bright-pass + N×blur) into the ping-pong textures. Call this between the main render pass and the post-process pass.
Active context.
Current frame command encoder.
Reallocates bloom ping-pong textures to match the new canvas dimensions. Must be called whenever the canvas resizes.
Active context.
New canvas pixel width.
New canvas pixel height.
The main scene color texture view (for the bright-pass bind group).
BloomSystem manages the multi-pass bloom post-processing effect. Uses a bright-pass extraction followed by separable Gaussian blur ping-pong, producing a bloom texture that the final post-process shader blends additively.