RetroArch-Wii-U-Slang-Shaders/linear/linearize.ppslang
2020-04-26 18:03:54 -05:00

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#version 450
layout(std140, set = 0, binding = 0)uniform UBO
{
mat4 MVP;
} global;
#pragma stagevertex
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 stagefragment
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 v * v;
}
void main()
{
FragColor = vec4(gamma(texture(Source, vTexCoord). rgb), 1.0);
}