in vec2 TexCoord; layout(location=0) out vec4 FragColor; layout(binding=0) uniform sampler2D InputTexture; vec4 ApplyGamma(vec4 c) { vec3 valgray; if (GrayFormula == 0) valgray = vec3(c.r + c.g + c.b) * (1 - Saturation) / 3 + c.rgb * Saturation; else valgray = mix(vec3(dot(c.rgb, vec3(0.3,0.56,0.14))), c.rgb, Saturation); vec3 val = valgray * 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)); }