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Trac3r-rust/resources/shaders/simple_image.fragment

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#version 450
// SIMPLE TEXTURE : FRAGMENT SHADER
// These come in from the previous shader (vertex)
layout(location = 0) in vec2 img_coords;
// This goes out to the bound image in window_size_dependent setup
layout(location = 0) out vec4 f_color;
// This is bound by the descriptor set
// Currently handled by the individual buffer and are 1:1
layout(set = 0, binding = 0, 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));
}