

uniform sampler2D bgl_RenderedTexture;

uniform float BC_BRIGHTNESS = 2;
uniform float BC_CONTRAST = 1;

//const float BC_CONTRAST = 1.3;    //1 is no contrast.
//const float BC_BRIGHTNESS = 1.15;    //1 is no brightness 1.15 is good

void main()
{
    vec4 color = texture2D(bgl_RenderedTexture, gl_TexCoord[0].st);
    
    color = ((color-1)*max(BC_CONTRAST,0));
    color = color+BC_BRIGHTNESS;
     
    gl_FragColor = color; 
}