/* * Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION * SPDX-License-Identifier: Apache-2.0 */ #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)); }