Consistently use highp for HDR colors

GLSL 3.00 mediump doesn't require enough precision near zero
to correctly represent PQ colors where the [0, 1] GL range
represents [0, 10_000] nits.
This caused `noEffects_hlg10InputAndHdr10Output_matchesGoldenFile`
to fail on some devices.

PiperOrigin-RevId: 690627069
This commit is contained in:
dancho 2024-10-28 08:47:45 -07:00 committed by Copybara-Service
parent fe14525a97
commit e67660f326

View File

@ -89,7 +89,7 @@ highp vec3 applyOetf(highp vec3 linearColor) {
}
}
vec3 normalizeHdrLuminance(vec3 inputColor) {
highp vec3 normalizeHdrLuminance(highp vec3 inputColor) {
const float PQ_MAX_LUMINANCE = 10000.0;
const float HLG_MAX_LUMINANCE = 1000.0;
if (uOutputColorTransfer == COLOR_TRANSFER_ST2084) {