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; | |
} |