#version 460 core #define STAGE_FRAGMENT 1 #include "common.glsl" layout(location = 2) in vec2 f_coord; #pragma texture(tex1, 0, sRGB_A) layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 0) uniform sampler2D tex1; #include "tonemapping.glsl" layout(location = 0) out vec4 out_color; #ifdef NO_MOTION_OUTPUT // a pass without the velocity target: the writes go nowhere vec4 out_motion; #else layout(location = 1) out vec4 out_motion; #endif void main() { vec4 tex_color = texture(tex1, f_coord); if (POSTFX_ENABLED) { out_color = tex_color * param[0]; } else { out_color = tonemap(tex_color * param[0]); } if (MOTIONBLUR_ENABLED) { out_motion = vec4(0.0f); } }