2019-01-09 09:21:34 +11:00
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#version 450
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layout(push_constant) uniform Push
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{
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float GAMMA_INPUT;
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} params;
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2021-01-17 02:31:32 +11:00
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#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.05
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2019-05-04 03:31:31 +10:00
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#define GAMMA_INPUT params.GAMMA_INPUT
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2019-01-09 09:21:34 +11:00
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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2019-05-04 03:31:31 +10:00
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layout(set = 0, binding = 2) uniform sampler2D AfterglowPass;
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2021-01-17 02:31:32 +11:00
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2019-05-04 03:31:31 +10:00
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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2019-01-09 09:21:34 +11:00
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void main()
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{
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2021-01-17 02:31:32 +11:00
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float gamma_in = 1.0/GAMMA_INPUT;
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FragColor = vec4(pow(vec3(COMPAT_TEXTURE(AfterglowPass, vTexCoord)), vec3(GAMMA_INPUT)), gamma_in);
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2019-01-09 09:21:34 +11:00
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}
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