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#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
}