somehow lost texturing need to look back
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@@ -10,6 +10,7 @@ layout(location = 0) out vec4 f_color;
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// This is bound by the descriptor set
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// Currently handled by the individual buffer and are 1:1
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layout(set = 0, binding = 0, rgba32ui) readonly uniform uimage2D img;
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void main() {
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ivec2 pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);
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@@ -18,5 +19,5 @@ void main() {
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float gamma = 0.5;
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f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));
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f_color = vec4(1,1,1,0.5);
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}
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