#version 440 #extension GL_GOOGLE_include_directive : enable #include "uniformbuffer.glsl" #include "colortransfer.glsl" layout(location = 0) in vec2 texCoord; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D rgbTexture; void main() { fragColor = ubuf.colorMatrix * texture(rgbTexture, texCoord).gbar * ubuf.opacity; #ifdef QMM_OUTPUTSURFACE_LINEAR fragColor = convertSRGBToLinear(fragColor); #endif }