#version 150 core in vec2 qt_TexCoord0; uniform float qt_Opacity; uniform sampler2D source; uniform float brightness; uniform float contrast; out vec4 fragColor; 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; }