varying highp vec2 qt_TexCoord0; uniform highp float qt_Opacity; uniform lowp sampler2D source; uniform highp float gamma; void main(void) { highp vec4 originalColor = texture2D(source, qt_TexCoord0.st); originalColor.rgb = originalColor.rgb / max(1.0/256.0, originalColor.a); highp vec3 adjustedColor = pow(originalColor.rgb, vec3(gamma)); gl_FragColor = vec4(adjustedColor * originalColor.a, originalColor.a) * qt_Opacity; }