- change the images to be upside down until presentation to increase compatibility with shaders designed for OpenGL

- clamp scissors fully to avoid NVidia's awful drivers locking up the entire system if they end up out of bounds
- perform buffer clears as part of the render pass. this puts some restrictions on how FRenderState.Clear can be used
- add an offset uniform to the present shaders so the vulkan target can flip the image during presentation
This commit is contained in:
Magnus Norddahl 2019-03-12 23:53:20 +01:00
parent 0620041228
commit dca0b75038
14 changed files with 74 additions and 165 deletions

View file

@ -248,6 +248,7 @@ void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
}
mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() };
mPresentShader->Uniforms->Offset = { 0.0f, 0.0f };
mPresentShader->Uniforms.Set();
RenderScreenQuad();
}

View file

@ -173,6 +173,7 @@ void FGLRenderer::prepareInterleavedPresent(FPresentShaderBase& shader)
screen->mScreenViewport.width / (float)mBuffers->GetWidth(),
screen->mScreenViewport.height / (float)mBuffers->GetHeight()
};
shader.Uniforms->Offset = { 0.0f, 0.0f };
shader.Uniforms.Set();
}

View file

@ -613,8 +613,9 @@ struct PresentUniforms
int GrayFormula;
int WindowPositionParity; // top-of-window might not be top-of-screen
FVector2 Scale;
FVector2 Offset;
float ColorScale;
float Padding1, Padding2, Padding3;
float Padding;
static std::vector<UniformFieldDesc> Desc()
{
@ -627,6 +628,7 @@ struct PresentUniforms
{ "GrayFormula", UniformType::Int, offsetof(PresentUniforms, GrayFormula) },
{ "WindowPositionParity", UniformType::Int, offsetof(PresentUniforms, WindowPositionParity) },
{ "UVScale", UniformType::Vec2, offsetof(PresentUniforms, Scale) },
{ "UVOffset", UniformType::Vec2, offsetof(PresentUniforms, Offset) },
{ "ColorScale", UniformType::Float, offsetof(PresentUniforms, ColorScale) },
};
}

View file

@ -43,15 +43,6 @@ void VkPostprocess::PostProcessScene(int fixedcm, const std::function<void()> &a
auto fb = GetVulkanFrameBuffer();
hw_postprocess.fixedcm = fixedcm;
hw_postprocess.SceneWidth = fb->GetBuffers()->GetSceneWidth();
hw_postprocess.SceneHeight = fb->GetBuffers()->GetSceneHeight();
hw_postprocess.DeclareShaders();
hw_postprocess.UpdateTextures();
hw_postprocess.UpdateSteps();
CompileEffectShaders();
UpdateEffectTextures();
RenderEffect("UpdateCameraExposure");
//mCustomPostProcessShaders->Run("beforebloom");
@ -133,12 +124,6 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
{
auto fb = GetVulkanFrameBuffer();
hw_postprocess.DeclareShaders();
hw_postprocess.UpdateTextures();
hw_postprocess.UpdateSteps();
CompileEffectShaders();
UpdateEffectTextures();
PresentUniforms uniforms;
if (!applyGamma /*|| framebuffer->IsHWGammaActive()*/)
{
@ -156,7 +141,8 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
uniforms.GrayFormula = static_cast<int>(gl_satformula);
}
uniforms.ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
uniforms.Scale = { screen->mScreenViewport.width / (float)fb->GetBuffers()->GetWidth(), screen->mScreenViewport.height / (float)fb->GetBuffers()->GetHeight() };
uniforms.Scale = { screen->mScreenViewport.width / (float)fb->GetBuffers()->GetWidth(), -screen->mScreenViewport.height / (float)fb->GetBuffers()->GetHeight() };
uniforms.Offset = { 0.0f, 1.0f };
PPStep step;
step.ShaderName = "Present";
@ -177,36 +163,15 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
void VkPostprocess::AmbientOccludeScene(float m5)
{
auto fb = GetVulkanFrameBuffer();
hw_postprocess.SceneWidth = fb->GetBuffers()->GetSceneWidth();
hw_postprocess.SceneHeight = fb->GetBuffers()->GetSceneHeight();
hw_postprocess.m5 = m5;
hw_postprocess.DeclareShaders();
hw_postprocess.UpdateTextures();
hw_postprocess.UpdateSteps();
CompileEffectShaders();
UpdateEffectTextures();
RenderEffect("AmbientOccludeScene");
}
void VkPostprocess::BlurScene(float gameinfobluramount)
{
auto fb = GetVulkanFrameBuffer();
hw_postprocess.SceneWidth = fb->GetBuffers()->GetSceneWidth();
hw_postprocess.SceneHeight = fb->GetBuffers()->GetSceneHeight();
hw_postprocess.gameinfobluramount = gameinfobluramount;
hw_postprocess.DeclareShaders();
hw_postprocess.UpdateTextures();
hw_postprocess.UpdateSteps();
CompileEffectShaders();
UpdateEffectTextures();
auto vrmode = VRMode::GetVRMode(true);
int eyeCount = vrmode->mEyeCount;
for (int i = 0; i < eyeCount; ++i)
@ -233,6 +198,17 @@ void VkPostprocess::BeginFrame()
mDescriptorPool = builder.create(GetVulkanFrameBuffer()->device);
mDescriptorPool->SetDebugName("VkPostprocess.mDescriptorPool");
}
auto fb = GetVulkanFrameBuffer();
hw_postprocess.SceneWidth = fb->GetBuffers()->GetSceneWidth();
hw_postprocess.SceneHeight = fb->GetBuffers()->GetSceneHeight();
hw_postprocess.DeclareShaders();
hw_postprocess.UpdateTextures();
hw_postprocess.UpdateSteps();
CompileEffectShaders();
UpdateEffectTextures();
}
void VkPostprocess::RenderBuffersReset()
@ -401,11 +377,11 @@ void VkPostprocess::RenderEffect(const FString &name)
if (!passSetup)
passSetup.reset(new VkPPRenderPassSetup(key));
int framebufferHeight = 0;
int framebufferWidth = 0, framebufferHeight = 0;
VulkanDescriptorSet *input = GetInput(passSetup.get(), step.Textures);
VulkanFramebuffer *output = GetOutput(passSetup.get(), step.Output, framebufferHeight);
VulkanFramebuffer *output = GetOutput(passSetup.get(), step.Output, framebufferWidth, framebufferHeight);
RenderScreenQuad(passSetup.get(), input, output, framebufferHeight, step.Viewport.left, step.Viewport.top, step.Viewport.width, step.Viewport.height, step.Uniforms.Data.Data(), step.Uniforms.Data.Size());
RenderScreenQuad(passSetup.get(), input, output, framebufferWidth, framebufferHeight, step.Viewport.left, step.Viewport.top, step.Viewport.width, step.Viewport.height, step.Uniforms.Data.Data(), step.Uniforms.Data.Size());
// Advance to next PP texture if our output was sent there
if (step.Output.Type == PPTextureType::NextPipelineTexture)
@ -415,41 +391,30 @@ void VkPostprocess::RenderEffect(const FString &name)
}
}
void VkPostprocess::RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDescriptorSet *descriptorSet, VulkanFramebuffer *framebuffer, int framebufferHeight, int x, int y, int width, int height, const void *pushConstants, uint32_t pushConstantsSize)
void VkPostprocess::RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDescriptorSet *descriptorSet, VulkanFramebuffer *framebuffer, int framebufferWidth, int framebufferHeight, int x, int y, int width, int height, const void *pushConstants, uint32_t pushConstantsSize)
{
auto fb = GetVulkanFrameBuffer();
auto cmdbuffer = fb->GetDrawCommands();
RenderPassBegin beginInfo;
beginInfo.setRenderPass(passSetup->RenderPass.get());
beginInfo.setRenderArea(x, y, width, height);
beginInfo.setFramebuffer(framebuffer);
beginInfo.addClearColor(0.0f, 0.0f, 0.0f, 1.0f);
VkViewport viewport = { };
viewport.x = x;
viewport.y = framebufferHeight - y - height;
viewport.y = y;
viewport.width = width;
viewport.height = height;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
VkRect2D scissor = { };
scissor.offset.x = x;
scissor.offset.y = framebufferHeight - y - height;
scissor.extent.width = width;
scissor.extent.height = height;
if (scissor.offset.x < 0)
{
scissor.extent.height += scissor.offset.x;
scissor.offset.x = 0;
}
if (scissor.offset.y < 0)
{
scissor.extent.height += scissor.offset.y;
scissor.offset.y = 0;
}
scissor.extent.width = framebufferWidth;
scissor.extent.height = framebufferHeight;
RenderPassBegin beginInfo;
beginInfo.setRenderPass(passSetup->RenderPass.get());
beginInfo.setRenderArea(0, 0, framebufferWidth, framebufferHeight);
beginInfo.setFramebuffer(framebuffer);
beginInfo.addClearColor(0.0f, 0.0f, 0.0f, 1.0f);
VkBuffer vertexBuffers[] = { static_cast<VKVertexBuffer*>(screen->mVertexData->GetBufferObjects().first)->mBuffer->buffer };
VkDeviceSize offsets[] = { 0 };
@ -492,7 +457,7 @@ VulkanDescriptorSet *VkPostprocess::GetInput(VkPPRenderPassSetup *passSetup, con
return mFrameDescriptorSets.back().get();
}
VulkanFramebuffer *VkPostprocess::GetOutput(VkPPRenderPassSetup *passSetup, const PPOutput &output, int &framebufferHeight)
VulkanFramebuffer *VkPostprocess::GetOutput(VkPPRenderPassSetup *passSetup, const PPOutput &output, int &framebufferWidth, int &framebufferHeight)
{
auto fb = GetVulkanFrameBuffer();
@ -528,6 +493,7 @@ VulkanFramebuffer *VkPostprocess::GetOutput(VkPPRenderPassSetup *passSetup, cons
framebuffer->SetDebugName(tex.debugname);
}
framebufferWidth = w;
framebufferHeight = h;
return framebuffer.get();
}

View file

@ -69,10 +69,10 @@ private:
FString LoadShaderCode(const FString &lumpname, const FString &defines, int version);
void RenderEffect(const FString &name);
void NextEye(int eyeCount);
void RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDescriptorSet *descriptorSet, VulkanFramebuffer *framebuffer, int framebufferHeight, int x, int y, int width, int height, const void *pushConstants, uint32_t pushConstantsSize);
void RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDescriptorSet *descriptorSet, VulkanFramebuffer *framebuffer, int framebufferWidth, int framebufferHeight, int x, int y, int width, int height, const void *pushConstants, uint32_t pushConstantsSize);
VulkanDescriptorSet *GetInput(VkPPRenderPassSetup *passSetup, const TArray<PPTextureInput> &textures);
VulkanFramebuffer *GetOutput(VkPPRenderPassSetup *passSetup, const PPOutput &output, int &framebufferHeight);
VulkanFramebuffer *GetOutput(VkPPRenderPassSetup *passSetup, const PPOutput &output, int &framebufferWidth, int &framebufferHeight);
VulkanSampler *GetSampler(PPFilterMode filter, PPWrapMode wrap);
struct TextureImage

View file

@ -52,7 +52,7 @@ void VkRenderPassManager::BeginRenderPass(const VkRenderPassKey &key, VulkanComm
builder.setRenderPass(passSetup->RenderPass.get());
builder.setSize(mRenderTargetWidth, mRenderTargetHeight);
builder.addAttachment(mRenderTargetView->view);
if (key.DepthTest || key.DepthWrite || key.StencilTest)
if (key.UsesDepthStencil())
builder.addAttachment(buffers->SceneDepthStencilView.get());
framebuffer = builder.create(GetVulkanFrameBuffer()->device);
framebuffer->SetDebugName("VkRenderPassSetup.Framebuffer");
@ -62,6 +62,8 @@ void VkRenderPassManager::BeginRenderPass(const VkRenderPassKey &key, VulkanComm
beginInfo.setRenderPass(passSetup->RenderPass.get());
beginInfo.setRenderArea(0, 0, buffers->GetWidth(), buffers->GetHeight());
beginInfo.setFramebuffer(framebuffer.get());
beginInfo.addClearColor(screen->mSceneClearColor[0], screen->mSceneClearColor[1], screen->mSceneClearColor[2], screen->mSceneClearColor[3]);
beginInfo.addClearDepthStencil(1.0f, 0);
cmdbuffer->beginRenderPass(beginInfo);
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get());
}
@ -182,19 +184,19 @@ void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
RenderPassBuilder builder;
builder.addAttachment(
VK_FORMAT_R16G16B16A16_SFLOAT, (VkSampleCountFlagBits)key.Samples,
VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
(key.ClearTargets & CT_Color) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
if (key.DepthTest || key.DepthWrite || key.StencilTest)
if (key.UsesDepthStencil())
{
builder.addDepthStencilAttachment(
buffers->SceneDepthStencilFormat, buffers->GetSceneSamples(),
VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
(key.ClearTargets & CT_Depth) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
(key.ClearTargets & CT_Stencil) ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD, VK_ATTACHMENT_STORE_OP_STORE,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
}
builder.addSubpass();
builder.addSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
if (key.DepthTest || key.DepthWrite || key.StencilTest)
if (key.UsesDepthStencil())
{
builder.addSubpassDepthStencilAttachmentRef(1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
builder.addExternalSubpassDependency(

View file

@ -4,6 +4,7 @@
#include "vulkan/system/vk_objects.h"
#include "r_data/renderstyle.h"
#include "hwrenderer/data/buffers.h"
#include "hwrenderer/scene/hw_renderstate.h"
#include <string.h>
#include <map>
@ -28,6 +29,9 @@ public:
int VertexFormat;
int DrawType;
int Samples;
int ClearTargets;
bool UsesDepthStencil() const { return DepthTest || DepthWrite || StencilTest || (ClearTargets & (CT_Depth | CT_Stencil)); }
bool operator<(const VkRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkRenderPassKey)) < 0; }
bool operator==(const VkRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkRenderPassKey)) == 0; }

View file

@ -118,74 +118,8 @@ void VkRenderState::EnableClipDistance(int num, bool state)
void VkRenderState::Clear(int targets)
{
// We need an active render pass, and it must have a depth attachment..
bool lastDepthTest = mDepthTest;
bool lastDepthWrite = mDepthWrite;
if (targets & (CT_Depth | CT_Stencil))
{
mDepthTest = true;
mDepthWrite = true;
}
Apply(DT_TriangleStrip);
mDepthTest = lastDepthTest;
mDepthWrite = lastDepthWrite;
VkClearAttachment attachments[2] = { };
VkClearRect rects[2] = { };
for (int i = 0; i < 2; i++)
{
rects[i].layerCount = 1;
if (mScissorWidth >= 0)
{
rects[0].rect.offset.x = mScissorX;
rects[0].rect.offset.y = GetVulkanFrameBuffer()->GetBuffers()->GetHeight() - mScissorY - mViewportHeight;
rects[0].rect.extent.width = mScissorWidth;
rects[0].rect.extent.height = mScissorHeight;
if (rects[0].rect.offset.x < 0)
{
rects[0].rect.extent.height += rects[0].rect.offset.x;
rects[0].rect.offset.x = 0;
}
if (rects[0].rect.offset.y < 0)
{
rects[0].rect.extent.height += rects[0].rect.offset.y;
rects[0].rect.offset.y = 0;
}
}
else
{
rects[0].rect.offset.x = 0;
rects[0].rect.offset.y = 0;
rects[0].rect.extent.width = SCREENWIDTH;
rects[0].rect.extent.height = SCREENHEIGHT;
}
}
if (targets & CT_Depth)
{
attachments[1].aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
attachments[1].clearValue.depthStencil.depth = 1.0f;
}
if (targets & CT_Stencil)
{
attachments[1].aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
attachments[1].clearValue.depthStencil.stencil = 0;
}
if (targets & CT_Color)
{
attachments[0].aspectMask |= VK_IMAGE_ASPECT_COLOR_BIT;
for (int i = 0; i < 4; i++)
attachments[0].clearValue.color.float32[i] = screen->mSceneClearColor[i];
}
if ((targets & CT_Color) && (targets & CT_Stencil) && (targets & CT_Depth))
mCommandBuffer->clearAttachments(2, attachments, 2, rects);
else if (targets & (CT_Stencil | CT_Depth))
mCommandBuffer->clearAttachments(1, attachments + 1, 1, rects + 1);
else if (targets & CT_Color)
mCommandBuffer->clearAttachments(1, attachments, 1, rects);
mClearTargets = targets;
EndRenderPass();
}
void VkRenderState::EnableStencil(bool on)
@ -259,6 +193,7 @@ void VkRenderState::ApplyRenderPass(int dt)
// Find a render pass that matches our state
VkRenderPassKey passKey;
passKey.ClearTargets = mRenderPassKey.ClearTargets | mClearTargets;
passKey.DrawType = dt;
passKey.VertexFormat = static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat;
passKey.RenderStyle = mRenderStyle;
@ -305,8 +240,10 @@ void VkRenderState::ApplyRenderPass(int dt)
if (changingRenderPass)
{
passKey.ClearTargets = mClearTargets;
passManager->BeginRenderPass(passKey, mCommandBuffer);
mRenderPassKey = passKey;
mClearTargets = 0;
}
}
@ -325,30 +262,26 @@ void VkRenderState::ApplyScissor()
{
VkRect2D scissor;
auto buffers = GetVulkanFrameBuffer()->GetBuffers();
int targetWidth = buffers->GetWidth();
int targetHeight = buffers->GetHeight();
if (mScissorWidth >= 0)
{
scissor.offset.x = mScissorX;
scissor.offset.y = buffers->GetHeight() - mScissorY - mViewportHeight;
scissor.extent.width = mScissorWidth;
scissor.extent.height = mScissorHeight;
int x0 = clamp(mScissorX, 0, targetWidth);
int y0 = clamp(mScissorY, 0, targetHeight);
int x1 = clamp(mScissorX + mScissorWidth, 0, targetWidth);
int y1 = clamp(mScissorY + mScissorHeight, 0, targetHeight);
if (scissor.offset.x < 0)
{
scissor.extent.height += scissor.offset.x;
scissor.offset.x = 0;
}
if (scissor.offset.y < 0)
{
scissor.extent.height += scissor.offset.y;
scissor.offset.y = 0;
}
scissor.offset.x = x0;
scissor.offset.y = y0;
scissor.extent.width = x1 - x0;
scissor.extent.height = y1 - y0;
}
else
{
scissor.offset.x = 0;
scissor.offset.y = 0;
scissor.extent.width = buffers->GetWidth();
scissor.extent.height = buffers->GetHeight();
scissor.extent.width = targetWidth;
scissor.extent.height = targetHeight;
}
mCommandBuffer->setScissor(0, 1, &scissor);
mScissorChanged = false;
@ -364,7 +297,7 @@ void VkRenderState::ApplyViewport()
if (mViewportWidth >= 0)
{
viewport.x = (float)mViewportX;
viewport.y = (float)buffers->GetHeight() - mViewportY - mViewportHeight;
viewport.y = (float)mViewportY;
viewport.width = (float)mViewportWidth;
viewport.height = (float)mViewportHeight;
}

View file

@ -63,6 +63,7 @@ protected:
bool mDepthClamp = true;
VulkanCommandBuffer *mCommandBuffer = nullptr;
VkRenderPassKey mRenderPassKey = {};
int mClearTargets = 0;
bool mNeedApply = true;
int mScissorX = 0, mScissorY = 0, mScissorWidth = -1, mScissorHeight = -1;

View file

@ -97,7 +97,6 @@ void main()
#ifdef VULKAN_COORDINATE_SYSTEM
gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0;
gl_Position.y = -gl_Position.y;
#endif
if (uClipHeightDirection != 0.0) // clip planes used for reflective flats

View file

@ -29,5 +29,5 @@ vec4 Dither(vec4 c)
void main()
{
FragColor = Dither(ApplyGamma(texture(InputTexture, TexCoord * UVScale)));
FragColor = Dither(ApplyGamma(texture(InputTexture, UVOffset + TexCoord * UVScale)));
}

View file

@ -23,11 +23,11 @@ void main()
) % 2 == 0;
vec4 inputColor;
if (isLeftEye) {
inputColor = texture(LeftEyeTexture, TexCoord * UVScale);
inputColor = texture(LeftEyeTexture, UVOffset + TexCoord * UVScale);
}
else {
// inputColor = vec4(0, 1, 0, 1);
inputColor = texture(RightEyeTexture, TexCoord * UVScale);
inputColor = texture(RightEyeTexture, UVOffset + TexCoord * UVScale);
}
FragColor = ApplyGamma(inputColor);
}

View file

@ -21,11 +21,11 @@ void main()
) % 2 == 0;
vec4 inputColor;
if (isLeftEye) {
inputColor = texture(LeftEyeTexture, TexCoord * UVScale);
inputColor = texture(LeftEyeTexture, UVOffset + TexCoord * UVScale);
}
else {
// inputColor = vec4(0, 1, 0, 1);
inputColor = texture(RightEyeTexture, TexCoord * UVScale);
inputColor = texture(RightEyeTexture, UVOffset + TexCoord * UVScale);
}
FragColor = ApplyGamma(inputColor);
}

View file

@ -21,11 +21,11 @@ void main()
) % 2 == 0;
vec4 inputColor;
if (isLeftEye) {
inputColor = texture(LeftEyeTexture, TexCoord * UVScale);
inputColor = texture(LeftEyeTexture, UVOffset + TexCoord * UVScale);
}
else {
// inputColor = vec4(0, 1, 0, 1);
inputColor = texture(RightEyeTexture, TexCoord * UVScale);
inputColor = texture(RightEyeTexture, UVOffset + TexCoord * UVScale);
}
FragColor = ApplyGamma(inputColor);
}