slang-shaders/crt/shaders/glow/linearize.slang

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#version 450
layout(push_constant) uniform Push
{
float INPUT_GAMMA;
} param;
#pragma parameter INPUT_GAMMA "Input Gamma" 2.4 2.0 2.6 0.02
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
#pragma format R8G8B8A8_SRGB
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec3 color = texture(Source, vTexCoord).rgb;
FragColor = vec4(pow(color, vec3(param.INPUT_GAMMA)), 1.0);
}