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@@ -4,10 +4,11 @@ uniform sampler2D qt_Texture0;
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varying vec2 qt_TexCoord0;
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uniform vec2 scale;
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void main(void)
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{
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float c = texture2D(qt_Texture0, qt_TexCoord0).r;
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c = c*scale.x + scale.y;
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float color = pow(c, 0.4545);
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gl_FragColor = vec4(color, color, color, 1.0);
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vec4 color = texture2D(qt_Texture0, qt_TexCoord0);
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color = color*scale.x + scale.y;
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//float color = pow(c, 0.4545);
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gl_FragColor = color;
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}
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