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Started adding color post processing, changes and improvements
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#version 460 core | ||
#extension GL_ARB_derivative_control : enable | ||
#extension GL_ARB_enhanced_layouts : enable | ||
#extension GL_ARB_shader_image_load_store : enable | ||
#extension GL_ARB_explicit_attrib_location : enable | ||
#extension GL_ARB_shading_language_include : enable | ||
#extension GL_GOOGLE_include_directive : enable | ||
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precision mediump float; | ||
precision mediump int; | ||
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layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in; | ||
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layout(set = 0, binding = 1, rgba16f) uniform image2D ColorTexture; | ||
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layout(push_constant) uniform Settings { | ||
layout(offset = 0) float blend; | ||
layout(offset = 4) float exposure; | ||
layout(offset = 8) float gamma; | ||
} | ||
settings; | ||
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#include "common.glsl" | ||
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void main() { | ||
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/* */ | ||
if (any(greaterThan(gl_GlobalInvocationID.xy, imageSize(ColorTexture)))) { | ||
return; | ||
} | ||
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const ivec2 TexCoord = ivec2(gl_GlobalInvocationID.xy); | ||
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vec4 fragColor = imageLoad(ColorTexture, TexCoord); | ||
imageStore(ColorTexture, TexCoord, vec4(fragColor.rgb, 1.0)); | ||
} |
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