varying mediump vec2 qt_TexCoord0; uniform highp float qt_Opacity; uniform lowp sampler2D source; uniform highp float brightness; uniform highp float contrast; void main() { highp vec4 pixelColor = texture2D(source, qt_TexCoord0); pixelColor.rgb /= max(1.0/256.0, pixelColor.a); highp float c = 1.0 + contrast; highp 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)); gl_FragColor = vec4(pixelColor.rgb * pixelColor.a, pixelColor.a) * qt_Opacity; }