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