#version 450
layout(set = 0, binding = 0) uniform Globals {
mat4 ortho;
mat4 transform;
} global;
layout(location = 0) in vec3 position;
layout(location = 1) in vec4 color;
layout(location = 0) out vec4 f_color;
// Convert an sRGB color to linear space.
vec3 linearize(vec3 srgb) {
bvec3 cutoff = lessThan(srgb, vec3(0.04045));
vec3 higher = pow((srgb + vec3(0.055)) / vec3(1.055), vec3(2.4));
vec3 lower = srgb / vec3(12.92);
return mix(higher, lower, cutoff);
}
void main() {
f_color = vec4(linearize(color.rgb), color.a);
gl_Position = global.ortho * global.transform * vec4(position, 1.0);
}