uniform float contrast; /// set:1.5 tip:"bleach-to-gray < 1 > saturate" uniform float brightness; /// set:0 max:2 void main() { vec4 pixelColor = texture(iChannel0, TEXCOORD.st); pixelColor.rgb /= pixelColor.a; pixelColor.rgb = ((pixelColor.rgb - 0.5f) * max(contrast, 0)) + 0.5f; pixelColor.rgb += brightness; pixelColor.rgb *= pixelColor.a; FRAGCOLOR = pixelColor; }