#version 450
layout(location = 0) in vec2 tex_coords;
layout(location = 1) in vec4 out_color;

layout(location = 0) out vec4 f_color;

layout(set = 0, binding = 0) uniform sampler2D tex;
layout(set = 0, binding = 1, rgba32ui) readonly uniform uimage2D img;

void main() {

    ivec2 pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);

    f_color = imageLoad(img, ivec2(pos)) / (255.0);

    float gamma = 0.5;
    f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));

    //f_color = out_color;
  //  f_color = texture(tex, tex_coords);
}