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; }