33 lines
No EOL
1,005 B
GLSL
33 lines
No EOL
1,005 B
GLSL
#version 450
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layout (input_attachment_index = 0, binding = 0) uniform subpassInput inputColor;
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layout (input_attachment_index = 1, binding = 1) uniform subpassInput inputDepth;
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layout (binding = 2) uniform UBO {
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vec2 brightnessContrast;
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vec2 range;
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int attachmentIndex;
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} ubo;
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layout (location = 0) out vec4 outColor;
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vec3 brightnessContrast(vec3 color, float brightness, float contrast) {
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return (color - 0.5) * contrast + 0.5 + brightness;
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}
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void main()
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{
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// Apply brightness and contrast filer to color input
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if (ubo.attachmentIndex == 0) {
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// Read color from previous color input attachment
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vec3 color = subpassLoad(inputColor).rgb;
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outColor.rgb = brightnessContrast(color, ubo.brightnessContrast[0], ubo.brightnessContrast[1]);
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}
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// Visualize depth input range
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if (ubo.attachmentIndex == 1) {
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// Read depth from previous depth input attachment
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float depth = subpassLoad(inputDepth).r;
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outColor.rgb = vec3((depth - ubo.range[0]) * 1.0 / (ubo.range[1] - ubo.range[0]));
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}
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} |