#version 100
// Copyright 2022 The Android Open Source Project
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//      http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

// ES 2 fragment shader that samples from a (non-external) texture with
// uTexSampler, copying from this texture to the current output
// while adjusting contrast based on uContrastFactor.

precision mediump float;
uniform sampler2D uTexSampler;
uniform float uContrastFactor;
varying vec2 vTexSamplingCoord;

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),
        inputColor.a);
}

#version 100
// Copyright 2022 The Android Open Source Project
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//      http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

// ES 2 fragment shader that samples from a (non-external) texture with
// uTexSampler, copying from this texture to the current output
// while adjusting contrast based on uContrastFactor.

precision mediump float;
uniform sampler2D uTexSampler;
uniform float uContrastFactor;
varying vec2 vTexSamplingCoord;

void main() {
    vec4 inputColor = texture2D(uTexSampler, vTexSamplingCoord);

    gl_FragColor = vec4(
        uContrastFactor * (inputColor.r - 0.5) + 0.5,
        uContrastFactor * (inputColor.g - 0.5) + 0.5,
        uContrastFactor * (inputColor.b - 0.5) + 0.5,
        inputColor.a);
}

Remove clamp function in contrast fragment shader.
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 30fab8c00891b2a5423c169dd75ef0b7d40fe5b7)
