From e67660f3264a984674617d20b1341057963e637b Mon Sep 17 00:00:00 2001 From: dancho Date: Mon, 28 Oct 2024 08:47:45 -0700 Subject: [PATCH] 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 --- .../src/main/assets/shaders/fragment_shader_oetf_es3.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/libraries/effect/src/main/assets/shaders/fragment_shader_oetf_es3.glsl b/libraries/effect/src/main/assets/shaders/fragment_shader_oetf_es3.glsl index 3dfc21bf2d..78324eba7b 100644 --- a/libraries/effect/src/main/assets/shaders/fragment_shader_oetf_es3.glsl +++ b/libraries/effect/src/main/assets/shaders/fragment_shader_oetf_es3.glsl @@ -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) {