use high on painting shaders
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@@ -1,23 +1,23 @@
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mediump vec3 brightness3(mediump vec3 c, mediump float val)
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highp vec3 brightness3(highp vec3 c, highp float val)
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{
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return clamp(c + vec3(val * 2.0 - 1.0), vec3(0), vec3(1));
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}
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mediump vec3 contrast3(mediump vec3 c, mediump float val)
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highp vec3 contrast3(highp vec3 c, highp float val)
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{
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val = val * 2.0 - 1.0;
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mediump float factor = ((259.0 / 255.0) * (val + 1.0)) / (1.0 * ((259.0 / 255.0) - val));
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highp float v = val * 2.0 - 1.0;
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highp float factor = ((259.0 / 255.0) * (v + 1.0)) / (1.0 * ((259.0 / 255.0) - v));
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return clamp(factor * (c - 0.5) + 0.5, vec3(0), vec3(1));
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}
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mediump float brightness1(mediump float c, mediump float val)
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highp float brightness1(highp float c, highp float val)
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{
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return clamp(c + (val * 2.0 - 1.0), 0.0, 1.0);
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}
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mediump float contrast1(mediump float c, mediump float val)
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highp float contrast1(highp float c, highp float val)
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{
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val = val * 2.0 - 1.0;
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mediump float factor = ((259.0 / 255.0) * (val + 1.0)) / (1.0 * ((259.0 / 255.0) - val));
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highp float v = val * 2.0 - 1.0;
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highp float factor = ((259.0 / 255.0) * (v + 1.0)) / (1.0 * ((259.0 / 255.0) - v));
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return clamp(factor * (c - 0.5) + 0.5, 0.0, 1.0);
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}
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