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OpenDX/src/dxgi/shaders/dxgi_presenter_frag.frag

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#version 450
layout(binding = 0) uniform sampler s_sampler;
layout(binding = 1) uniform texture2D t_texture;
layout(binding = 2) uniform sampler s_gamma;
layout(binding = 3) uniform texture1D t_gamma;
layout(binding = 4)
uniform u_gamma_info_t {
layout(offset = 0) vec4 in_factor;
layout(offset = 16) vec4 in_offset;
} u_gamma_info;
layout(location = 0) in vec2 i_texcoord;
layout(location = 0) out vec4 o_color;
void main() {
vec4 color = texture(sampler2D(t_texture, s_sampler), i_texcoord);
vec3 cp_lookup = color.rgb;
cp_lookup *= u_gamma_info.in_factor.rgb;
cp_lookup += u_gamma_info.in_offset.rgb;
o_color = vec4(
texture(sampler1D(t_gamma, s_gamma), cp_lookup.r).r,
texture(sampler1D(t_gamma, s_gamma), cp_lookup.g).g,
texture(sampler1D(t_gamma, s_gamma), cp_lookup.b).b,
color.a);
}