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prism/shaders/ui.frag.glsl

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2020-08-11 12:07:21 -04:00
layout (location = 0) in vec2 inUV;
layout (location = 1) in vec4 inColor;
layout (location = 0) out vec4 outColor;
layout (binding = 2) uniform sampler2D colorSampler;
vec4 toSRGB(vec4 v) {
return vec4(pow(v.rgb, vec3(2.2)), v.a);
}
void main() {
if(inColor.a == 0.0)
discard;
if(textureSize(colorSampler, 0).x > 1)
outColor = texture(colorSampler, inUV);
else
outColor = inColor;
outColor = toSRGB(outColor);
}