#version 150 core in vec2 qt_TexCoord0; uniform float qt_Opacity; uniform sampler2D source; uniform float gamma; out vec4 fragColor; void main(void) { vec4 originalColor = texture(source, qt_TexCoord0.st); originalColor.rgb = originalColor.rgb / max(1.0/256.0, originalColor.a); vec3 adjustedColor = pow(originalColor.rgb, vec3(gamma)); fragColor = vec4(adjustedColor * originalColor.a, originalColor.a) * qt_Opacity; }