#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float SCANLINE_GAMMA; } params; #pragma parameter SCANLINE_GAMMA "Scanline Spike Removal" 12.0 1.0 15.0 0.5 #define SCANLINE_GAMMA params.SCANLINE_GAMMA 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; void main() { FragColor = vec4(pow(vec3(texture(AfterglowPass, vTexCoord).rgb), vec3(SCANLINE_GAMMA)),1.0/SCANLINE_GAMMA); }