1#version 450
2
3layout(push_constant) uniform Push
4{
5	vec4 SourceSize;
6	vec4 OriginalSize;
7	vec4 OutputSize;
8	uint FrameCount;
9	float GAMMA_INPUT;
10} params;
11
12#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 0.1 5.0 0.01
13
14layout(std140, set = 0, binding = 0) uniform UBO
15{
16	mat4 MVP;
17} global;
18
19#pragma stage vertex
20layout(location = 0) in vec4 Position;
21layout(location = 1) in vec2 TexCoord;
22layout(location = 0) out vec2 vTexCoord;
23
24void main()
25{
26   gl_Position = global.MVP * Position;
27   vTexCoord = TexCoord;
28}
29
30#pragma stage fragment
31layout(location = 0) in vec2 vTexCoord;
32layout(location = 0) out vec4 FragColor;
33layout(set = 0, binding = 2) uniform sampler2D Source;
34
35void main()
36{
37   FragColor = pow(vec4(texture(Source, vTexCoord)), vec4(params.GAMMA_INPUT));
38}
39