yquake2remaster/stuff/shaders/postprocess.frag
2020-12-12 14:45:04 +01:00

27 lines
641 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(push_constant) uniform PushConstant
{
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;
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);
}
}