#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; }