#version 300 es #extension GL_ARB_shading_language_include : enable precision highp float; in vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; uniform float contrast; uniform float brightness; #include "CM.glsl" #include "gain.glsl" layout(location = 0) out vec4 fragColor; void main() { vec4 pixColor = texture(tex, v_texcoord); // contrast if (contrast != 1.0) pixColor.rgb = gain(pixColor.rgb, contrast); // brightness pixColor.rgb *= max(1.0, brightness); fragColor = pixColor; }