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
(cherry picked from commit 3acd9f1d8f)
This commit is contained in:
Alan Viverette 2015-04-28 17:15:57 -07:00 committed by Dan Stoza
parent 8de71a2408
commit ad84681d31

View File

@ -199,10 +199,8 @@ String8 ProgramCache::generateFragmentShader(const Key& needs) {
// un-premultiply if needed before linearization // un-premultiply if needed before linearization
fs << "gl_FragColor.rgb = gl_FragColor.rgb/gl_FragColor.a;"; 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 << "vec4 transformed = colorMatrix * vec4(gl_FragColor.rgb, 1);";
fs << "gl_FragColor.rgb = transformed.rgb/transformed.a;"; 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()) { if (!needs.isOpaque() && needs.isPremultiplied()) {
// and re-premultiply if needed after gamma correction // and re-premultiply if needed after gamma correction
fs << "gl_FragColor.rgb = gl_FragColor.rgb*gl_FragColor.a;"; fs << "gl_FragColor.rgb = gl_FragColor.rgb*gl_FragColor.a;";