#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; vec3 minimumInputRGB; vec3 maximumInputRGB; float minimumInputAlpha; float maximumInputAlpha; vec3 minimumOutputRGB; vec3 maximumOutputRGB; float minimumOutputAlpha; float maximumOutputAlpha; vec3 gamma; }; layout(binding = 1) uniform sampler2D source; float linearstep(float e0, float e1, float x) { return clamp((x - e0) / (e1 - e0), 0.0, 1.0); } void main() { vec4 textureColor = texture(source, qt_TexCoord0.st); vec4 color = vec4(textureColor.rgb / max(1.0/256.0, textureColor.a), textureColor.a); color.r = linearstep(minimumInputRGB.r, maximumInputRGB.r, color.r); color.g = linearstep(minimumInputRGB.g, maximumInputRGB.g, color.g); color.b = linearstep(minimumInputRGB.b, maximumInputRGB.b, color.b); color.a = linearstep(minimumInputAlpha, maximumInputAlpha, color.a); color.rgb = pow(color.rgb, gamma); color.r = minimumOutputRGB.r + color.r * (maximumOutputRGB.r - minimumOutputRGB.r); color.g = minimumOutputRGB.g + color.g * (maximumOutputRGB.g - minimumOutputRGB.g); color.b = minimumOutputRGB.b + color.b * (maximumOutputRGB.b - minimumOutputRGB.b); color.a = minimumOutputAlpha + color.a * (maximumOutputAlpha - minimumOutputAlpha); fragColor = vec4(color.rgb * color.a, color.a) * qt_Opacity; }