#version 450 layout(location = 0) in vec2 outUV; layout(location = 0) out vec4 fragColor; layout(set = 0, binding = 0) uniform sampler2D noisyTxt; layout(set = 0, binding = 1) uniform sampler2D aoTxt; layout(push_constant) uniform shaderInformation { float aspectRatio; } pushc; void main() { vec2 uv = outUV; float gamma = 1. / 2.2; vec4 color = texture(noisyTxt, uv); float ao = texture(aoTxt, uv).x; fragColor = pow(color * ao, vec4(gamma)); }