#version 450 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } global; const mat3 matrix = mat3( 0.493, 0.1418, 0.0084, //red channel 0.2025, 0.7247, 0.3365, //green channel 0.2675, 0.1, 0.6345 //blue channel ); const vec3 intercepts = vec3( 0.0293, 0.0195, 0.0105 ); #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { // our adjustments need to happen in linear gamma vec3 screen = texture(Source, vTexCoord).rgb; screen = matrix * screen + intercepts; FragColor = vec4(screen, 1.0); }