From 2347db5d7484b161f6389846e6cde5b0ac1ed7a6 Mon Sep 17 00:00:00 2001 From: leonwind Date: Wed, 3 Aug 2022 16:14:30 +0000 Subject: [PATCH] Remove clamp function in contrast fragment shader. * OpenGL automatically clamps the output colors to the [0, 1] interval. PiperOrigin-RevId: 465071999 --- .../main/assets/shaders/fragment_shader_contrast_es2.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/libraries/effect/src/main/assets/shaders/fragment_shader_contrast_es2.glsl b/libraries/effect/src/main/assets/shaders/fragment_shader_contrast_es2.glsl index 6420451d85..6a7cb50270 100644 --- a/libraries/effect/src/main/assets/shaders/fragment_shader_contrast_es2.glsl +++ b/libraries/effect/src/main/assets/shaders/fragment_shader_contrast_es2.glsl @@ -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); }