| 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; |
| } |