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-rw-r--r--src/effects/shaders_ng/brightnesscontrast.frag26
1 files changed, 26 insertions, 0 deletions
diff --git a/src/effects/shaders_ng/brightnesscontrast.frag b/src/effects/shaders_ng/brightnesscontrast.frag
new file mode 100644
index 0000000..c9ae173
--- /dev/null
+++ b/src/effects/shaders_ng/brightnesscontrast.frag
@@ -0,0 +1,26 @@
+#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;
+}