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C2 dim displays: remap in shader to avoid screen deadzone (#20757)
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@@ -462,6 +462,10 @@ static const char frame_fragment_shader[] =
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"out vec4 colorOut;\n"
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"void main() {\n"
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" colorOut = texture(uTexture, vTexCoord.xy);\n"
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#ifdef QCOM
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" vec3 dz = vec3(0.0627f, 0.0627f, 0.0627f);\n"
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" colorOut.rgb = ((vec3(1.0f, 1.0f, 1.0f) - dz) * colorOut.rgb / vec3(1.0f, 1.0f, 1.0f)) + dz;\n"
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#endif
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"}\n";
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static const mat4 device_transform = {{
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