layout (constant_id = 0) const bool u_ibl = true; layout (constant_id = 1) const float u_specular_levels_minus_one = 0.0; layout (constant_id = 2) const bool u_deferred = false; layout (constant_id = 3) const bool u_has_skybox = true; layout (constant_id = 4) const bool u_ssr = false; layout (constant_id = 5) const uint u_hiz_iterations = 0; vec3 convertColor(vec3 input_color) { if (u_ibl) { return (input_color * (6.5 * input_color + 0.45)) / (input_color * (5.0 * input_color + 1.75) + 0.05); } else { return (input_color * (7.0 * input_color + 0.75)) / (input_color * (5.0 * input_color + 1.75) + 0.05); } }