#include "ShaderConstantsGNM.h"

struct PS_Input
{
    float4 position : S_POSITION;
    float2 uv : TEXCOORD_0;
};

float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
	// when copying the levelstage texture for the rift overlay, we need to ensure alpha is 1, and
	// convert from linear space to SRGB
	float4 outColor;
    outColor = TEXTURE_0.Sample( TextureSampler0, PSInput.uv );
	outColor.a = 1.0;
	outColor = pow(outColor, 2.2); // conversion to srgb
	return outColor;
}