#version 450 layout(push_constant) uniform Push { float GAMMA_INPUT; } params; #pragma parameter GAMMA_INPUT "Gamma Input" 2.4 0.1 5.0 0.05 #define GAMMA_INPUT params.GAMMA_INPUT layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } 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 layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D AfterglowPass; #define PassPrev3Texture AfterglowPass #define COMPAT_TEXTURE(c,d) texture(c,d) void main() { FragColor = pow(vec4(COMPAT_TEXTURE(PassPrev3Texture, vTexCoord)), vec4(GAMMA_INPUT)); }