Remove clamp function in contrast fragment shader.

* OpenGL automatically clamps the output colors to the [0, 1] interval.

PiperOrigin-RevId: 465071999
(cherry picked from commit 2347db5d7484b161f6389846e6cde5b0ac1ed7a6)
This commit is contained in:
leonwind 2022-08-03 16:14:30 +00:00 committed by microkatz
parent f8aaed1ac7
commit 46f267700f

View File

@ -26,8 +26,8 @@ void main() {
vec4 inputColor = texture2D(uTexSampler, vTexSamplingCoord);
gl_FragColor = vec4(
clamp(uContrastFactor * (inputColor.r - 0.5) + 0.5, 0.0, 1.0),
clamp(uContrastFactor * (inputColor.g - 0.5) + 0.5, 0.0, 1.0),
clamp(uContrastFactor * (inputColor.b - 0.5) + 0.5, 0.0, 1.0),
uContrastFactor * (inputColor.r - 0.5) + 0.5,
uContrastFactor * (inputColor.g - 0.5) + 0.5,
uContrastFactor * (inputColor.b - 0.5) + 0.5,
inputColor.a);
}