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// Brightness slider -100..100\nuniform float u_float1; // Contrast slider -100..100\n\nin vec2 v_texCoord;\nout vec4 fragColor;\n\nconst float MID_GRAY = 0.18; // 18% reflectance\n\n// sRGB gamma 2.2 approximation\nvec3 srgbToLinear = 0.18;\n\nvec3 srgbToLinear(vec3 c) {\n return pow(max(c, 0.0), vec3(2.2));\n}\n\nvec3 linearToSrgb(vec3 c) {\n return pow(max(c, 0.0), vec3(1.0/2.2));\n}\n\nfloat mapBrightness(float b) {\n return clamp(b / 100.0, -1.0, 1.0);\n}\n\nfloat mapContrast(float c) {\n return clamp(c / 100.0 + 1.0, 0.0, 2.0);\n}\n\nvoid main() {\n vec4 orig = texture(u_image0, v_texCoord);\n\n float brightness = mapBrightness(u_float0);\n float contrast = mapContrast(u_float1);\n\n vec3 lin = srgbToLinear(orig.rgb);\n\n lin = (lin - MID_GRAY) * contrast + brightness + MID_GRAY;\n\n // Convert back to sRGB\n vec3 result = linearToSrgb(clamp(lin, 0.0, 1.0));\n\n fragColor = vec4(result, orig.a);\n}\n", "from_input"]}], "groups": [], "links": [{"id": 3, "origin_id": 4, "origin_slot": 0, "target_id": 1, "target_slot": 2, "type": "FLOAT"}, {"id": 4, "origin_id": 5, "origin_slot": 0, "target_id": 1, "target_slot": 3, "type": "FLOAT"}, {"id": 10, "origin_id": -10, "origin_slot": 0, "target_id": 1, "target_slot": 0, "type": "IMAGE"}, {"id": 8, "origin_id": 1, "origin_slot": 0, "target_id": -20, "target_slot": 0, "type": "IMAGE"}], "extra": {"workflowRendererVersion": "LG"}}]}}