Correctly render BW image
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@@ -5,10 +5,12 @@ varying vec2 qt_TexCoord0;
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uniform vec2 scale;
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uniform float a;
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uniform int stretch;
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uniform bool bw;
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void main(void)
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{
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vec4 color = texture2D(qt_Texture0, qt_TexCoord0);
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if(bw)color = color.rrra;
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color = color*scale.x + scale.y;
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max(color, vec4(0.0f));
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