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Vulkan-Samples/shaders/async_compute/composite.frag
T
2025-09-04 10:54:47 +08:00

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GLSL

#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);
}