slang-shaders/crt/linearize.slang
2016-08-01 22:11:09 +02:00

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#version 450
#include "parameters.inc"
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
float GAMMA;
} 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;
vec3 gamma(vec3 v)
{
return pow(v, vec3(global.GAMMA));
}
void main()
{
FragColor = vec4(gamma(texture(Source, vTexCoord).rgb), 1.0);
}