in vec2 TexCoord; out vec4 FragColor; uniform sampler2D InputTexture; uniform float InvGamma; uniform float Contrast; uniform float Brightness; vec4 ApplyGamma(vec4 c) { vec3 val = max(c.rgb * Contrast - (Contrast - 1.0) * 0.5, vec3(0.0)); val = pow(val, vec3(InvGamma)); val += Brightness * 0.5; return vec4(val, c.a); } void main() { FragColor = ApplyGamma(texture(InputTexture, TexCoord)); }