/* * Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved. * * 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. * * SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION * SPDX-License-Identifier: Apache-2.0 */ #version 450 #extension GL_GOOGLE_include_directive : enable #include "dh_tonemap.h" layout(location = 0) in vec2 i_uv; layout(location = 0) out vec4 o_color; layout(set = 0, binding = eTonemapperInput) uniform sampler2D g_image; layout(push_constant) uniform shaderInformation { Tonemapper tm; }; void main() { vec4 R = texture(g_image, i_uv); if(tm.isActive == 1) R.xyz = applyTonemap(tm, R.xyz, i_uv); o_color = R; }