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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 brightness;
float contrast;
};
layout(binding = 1) uniform sampler2D source;
void main()
{
vec4 pixelColor = texture(source, qt_TexCoord0);
pixelColor.rgb /= max(1.0/256.0, pixelColor.a);
float c = 1.0 + contrast;
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));
fragColor = vec4(pixelColor.rgb * pixelColor.a, pixelColor.a) * qt_Opacity;
}