#version 450 layout(set = 0, binding = 0) uniform sampler2D tex; layout(location = 0) in vec2 uv; layout(location = 0) out vec4 out_color; layout(push_constant) uniform UBO { layout(offset = 80) float alpha; } data; layout (constant_id = 0) const int TEXTURE_TRANSFORM = 0; #define TEXTURE_TRANSFORM_IDENTITY 0 #define TEXTURE_TRANSFORM_SRGB 1 float srgb_to_linear(float x) { return max(x / 12.92, pow((x + 0.055) / 1.055, 2.4)); } void main() { vec4 val = textureLod(tex, uv, 0); if (TEXTURE_TRANSFORM == TEXTURE_TRANSFORM_SRGB) { out_color = vec4( srgb_to_linear(val.r), srgb_to_linear(val.g), srgb_to_linear(val.b), val.a ); } else { // TEXTURE_TRANSFORM_IDENTITY out_color = val; } out_color *= data.alpha; }