Remove clamp function in contrast fragment shader.

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

PiperOrigin-RevId: 465071999
This commit is contained in:
leonwind 2022-08-03 16:14:30 +00:00 committed by tonihei
parent 3c4ee51e10
commit 2347db5d74

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@ -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);
}