uniform float brightness;
uniform float contrast;
uniform sampler2D tInput;

varying vec2 vUv;

void main() {

	vec3 color = texture2D(tInput, vUv).rgb;
	vec3 colorContrasted = (color) * contrast;
	vec3 bright = colorContrasted + vec3(brightness,brightness,brightness);
	gl_FragColor.rgb = bright;
	gl_FragColor.a = 1.;

}