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Trac3r-rust/resources/shaders/color-passthrough.fragment

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#version 450
layout(location = 0) in vec2 tex_coords;
layout(location = 1) in vec4 out_color;
layout(location = 0) out vec4 f_color;
layout(set = 0, binding = 0) uniform sampler2D tex;
layout(set = 0, binding = 1, rgba32ui) readonly uniform uimage2D img;
void main() {
ivec2 pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);
f_color = imageLoad(img, ivec2(pos)) / (255.0);
float gamma = 0.5;
f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));
//f_color = out_color;
// f_color = texture(tex, tex_coords);
}