#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float CD_BLEND_OPTION; float UseGamma; } params; #pragma parameter CD_BLEND_OPTION "CHECKERBOARD-DEDITHER: [ OFF | ON ]" 1.0 0.0 1.0 1.0 #pragma parameter UseGamma " Gamma Slider" 1.0 0.0 1.0 0.1 #define UseGamma params.UseGamma #define InputGamma (UseGamma+1.0) #define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma)) 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 = vec4(GAMMA_IN(texture(Source, vTexCoord).rgb), 1.0); }