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