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#version 450
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// SIMPLE TEXTURE : FRAGMENT SHADER
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// These come in from the previous shader (vertex)
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layout(location = 0) in vec2 position;
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// This goes out to the bound image in window_size_dependent setup
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layout(location = 0) out vec4 f_color;
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// This is bound by the descriptor set
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// Currently handled by the individual buffer and are 1:1
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layout(set = 0, binding = 0, rgba32ui) readonly uniform uimage2D img;
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void main() {
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ivec2 pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);
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f_color = imageLoad(img, ivec2(position)) / (255.0);
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float gamma = 0.5;
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f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));
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}
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