#version 130 uniform sampler2D qt_Texture0; varying vec2 qt_TexCoord0; uniform vec2 scale; void main(void) { float c = texture2D(qt_Texture0, qt_TexCoord0).r; c = c*scale.x + scale.y; float color = pow(c, 0.4545); gl_FragColor = vec4(color, color, color, 1.0); }