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gbc-color: Apply gamma correction
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@ -18,6 +18,8 @@ layout(std140, set = 0, binding = 0) uniform UBO
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vec4 SourceSize;
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} global;
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#define target_gamma 2.2
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#define display_gamma 2.2
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#define blr 0.0
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#define blg 0.0
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#define blb 0.0
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@ -31,6 +33,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#define br 0.05882
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#define bg 0.24314
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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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@ -49,14 +52,14 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec4 screen = texture(Source, vTexCoord);
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vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma)).rgba;
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// r g b black
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mat4 color = mat4(r, rg, rb, 0.0, //red channel
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gr, g, gb, 0.0, //green channel
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br, bg, b, 0.0, //blue channel
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blr, blg, blb, 0.0); //alpha channel; these numbers do nothing for our purposes.
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// red green blue alpha ; alpha does nothing for our purposes
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mat4 color = mat4(r, rg, rb, 0.0, //red
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gr, g, gb, 0.0, //green
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br, bg, b, 0.0, //blue
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blr, blg, blb, 0.0); //black
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screen = color * screen;
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FragColor = screen;
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FragColor = pow(screen, vec4(1.0 / display_gamma));
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}
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