#version 450 /* Copyright (c) 2021, Arm Limited and Contributors * * SPDX-License-Identifier: Apache-2.0 * * 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. */ layout(location = 0) out vec4 o_color; layout(location = 0) in vec2 in_uv; layout(set = 0, binding = 0) uniform sampler2D hdr_tex; layout(set = 0, binding = 1) uniform sampler2D bloom_tex; void main() { // The most basic tonemap possible. vec3 col = textureLod(hdr_tex, in_uv, 0.0).rgb + textureLod(bloom_tex, in_uv, 0.0).rgb; col = col / (1.0 + col); o_color = vec4(col, 1.0); }