ref_vk/shaders/postprocess.frag

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#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(push_constant) uniform PushConstant
{
layout(offset = 68) float postprocess;
layout(offset = 72) float gamma;
layout(offset = 76) float scrWidth;
layout(offset = 80) float scrHeight;
layout(offset = 84) float offsetX;
layout(offset = 88) float offsetY;
} pc;
layout(set = 0, binding = 0) uniform sampler2D sTexture;
layout(location = 0) in vec2 texCoord;
layout(location = 0) out vec4 fragmentColor;
void main()
{
vec2 unnormTexCoord = texCoord * vec2(pc.scrWidth, pc.scrHeight) + vec2(pc.offsetX, pc.offsetY);
// apply any additional world-only postprocessing effects here (if enabled)
if (pc.postprocess > 0.0)
{
//gamma + color intensity bump
fragmentColor = vec4(pow(textureLod(sTexture, unnormTexCoord, 0.0).rgb * 1.5, vec3(pc.gamma)), 1.0);
}
else
{
fragmentColor = textureLod(sTexture, unnormTexCoord, 0.0);
}
}