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