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-rw-r--r--src/effects/shaders_ng/brightnesscontrast.frag26
1 files changed, 0 insertions, 26 deletions
diff --git a/src/effects/shaders_ng/brightnesscontrast.frag b/src/effects/shaders_ng/brightnesscontrast.frag
deleted file mode 100644
index c9ae173..0000000
--- a/src/effects/shaders_ng/brightnesscontrast.frag
+++ /dev/null
@@ -1,26 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
- float brightness;
- float contrast;
-};
-
-layout(binding = 1) uniform sampler2D source;
-
-void main()
-{
- vec4 pixelColor = texture(source, qt_TexCoord0);
- pixelColor.rgb /= max(1.0/256.0, pixelColor.a);
- float c = 1.0 + contrast;
- float contrastGainFactor = 1.0 + c * c * c * c * step(0.0, contrast);
- pixelColor.rgb = ((pixelColor.rgb - 0.5) * (contrastGainFactor * contrast + 1.0)) + 0.5;
- pixelColor.rgb = mix(pixelColor.rgb, vec3(step(0.0, brightness)), abs(brightness));
- fragColor = vec4(pixelColor.rgb * pixelColor.a, pixelColor.a) * qt_Opacity;
-}