yquake2remaster/stuff/shaders/postprocess.frag

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