// Cyrille Henry 2007 #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect MyTex; //uniform sampler2D MyTex; uniform float B,C; void main (void) { vec4 color = texture2DRect(MyTex, (gl_TextureMatrix[0] * gl_TexCoord[0]).st); color *= B+1.; // brightness vec4 gray = vec4(dot(color.rgb,vec3(0.2125, 0.7154, 0.0721))); color = mix(gray, color, C+1.); // contrast gl_FragColor = color; }