#version 450 layout(push_constant) uniform Push { float INPUT_GAMMA; } param; #pragma parameter INPUT_GAMMA "Input Gamma" 2.4 2.0 2.6 0.02 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } 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 #pragma format R8G8B8A8_SRGB layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec3 color = texture(Source, vTexCoord).rgb; FragColor = vec4(pow(color, vec3(param.INPUT_GAMMA)), 1.0); }