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#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;
float gamma;
};
layout(binding = 1) uniform sampler2D source;
void main()
{
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;
}
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