From 3acd9f1d8fdffc0ed0837ebbabcac0c4014015b3 Mon Sep 17 00:00:00 2001 From: Alan Viverette Date: Tue, 28 Apr 2015 17:15:57 -0700 Subject: [PATCH] Remove gamma correction from color correction shader Gamma correction was incorrectly skewing both color inversion and Daltonization, which resulted in washed-out colors. Bug: 20346301 Change-Id: I34d879f902c3be115b2d23f09c3ed3902799759e --- services/surfaceflinger/RenderEngine/ProgramCache.cpp | 2 -- 1 file changed, 2 deletions(-) diff --git a/services/surfaceflinger/RenderEngine/ProgramCache.cpp b/services/surfaceflinger/RenderEngine/ProgramCache.cpp index 0de5cca29..ba11259ac 100644 --- a/services/surfaceflinger/RenderEngine/ProgramCache.cpp +++ b/services/surfaceflinger/RenderEngine/ProgramCache.cpp @@ -199,10 +199,8 @@ String8 ProgramCache::generateFragmentShader(const Key& needs) { // un-premultiply if needed before linearization fs << "gl_FragColor.rgb = gl_FragColor.rgb/gl_FragColor.a;"; } - fs << "gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(2.2));"; fs << "vec4 transformed = colorMatrix * vec4(gl_FragColor.rgb, 1);"; fs << "gl_FragColor.rgb = transformed.rgb/transformed.a;"; - fs << "gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0 / 2.2));"; if (!needs.isOpaque() && needs.isPremultiplied()) { // and re-premultiply if needed after gamma correction fs << "gl_FragColor.rgb = gl_FragColor.rgb*gl_FragColor.a;";