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