#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; }