#version 310 es precision highp float; layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform highp sampler2D Source; #include "hdr_common.glsl" void main() { vec4 source = texture(Source, vTexCoord); vec3 sdr = source.rgb; vec3 hdr = sdr; if (settings.inverse_tonemap > 0.0f) { hdr = InverseTonemap(sdr); } if (settings.hdr10 > 0.0f) { hdr = ConvertLinearToHDR10(hdr); } FragColor = vec4(hdr, source.a); }