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#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;
}
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