#version 450 /* 2023 Night mode (!) by DariusG */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; float WP; float strength; } params; #pragma parameter WP "Color Temperature" 0.1 0.0 0.25 0.01 #pragma parameter strength "Night mode Strength" 0.8 0.5 1.0 0.05 #define WP params.WP #define strength params.strength layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 FinalViewportSize; vec4 OutputSize; } 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 = 1) uniform sampler2D Source; void main() { vec3 color = texture(Source, vTexCoord).rgb; color *= vec3(strength); color = vec3(color.r+WP, color.g, color.b-WP); FragColor = vec4(color,1.0); }