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* Rename all Rgba instances to Rgb.
* Remove alpha value from the RGBA Matrices and apply the 4x4 matrix
only to the R, G, B channels.
* Restore the alpha from the input unchanged.
PiperOrigin-RevId: 467208888
(cherry picked from commit
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| .. | ||
| fragment_shader_contrast_es2.glsl | ||
| fragment_shader_copy_es2.glsl | ||
| fragment_shader_copy_external_es2.glsl | ||
| fragment_shader_copy_external_yuv_es3.glsl | ||
| fragment_shader_hlg_eotf_es3.glsl | ||
| fragment_shader_transformation_es2.glsl | ||
| vertex_shader_transformation_es2.glsl | ||
| vertex_shader_transformation_es3.glsl | ||