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