layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec2 vertexTexCoord;
layout (std140) uniform Uniforms {
mat4 worldViewProjection;
bool useColorGrading;
float keyValue;
float minLuminance;
float maxLuminance;
bool autoExposure;
float fixedExposure;
};
out vec2 texCoord;
void main()
{
texCoord = vertexTexCoord;
gl_Position = worldViewProjection * vec4(vertexPosition, 1.0);
}