#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float OutputGamma; } params; #pragma parameter OutputGamma "OUTPUT GAMMA" 2.0 1.0 3.0 0.05 #define OutputGamma params.OutputGamma #define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma)) 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 Source; void main() { // FragColor = pow(vec4(texture(Source, vTexCoord).rgb, 1.0), vec4(1.0 / 2.2)); FragColor = vec4(GAMMA_OUT(texture(Source, vTexCoord).rgb), 1.0); }