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