uniform shader child;
uniform float scale;
uniform float imageWH[2];
float4 srgbToLinear(float4 coord) {
......
float4 color = child.eval(coord)
srgbToLinear(texture2d<half, access::sample> inTexture xxxx
.......
float4 p0 = inTexture.sample(smp, coord)
In fact, I am trying to rewrite the Lanczos scaling algorithm from iOS in SKIA. However, after running it, we found that most pixel RGB values have a difference of 1-2. It's not particularly critical, but we still want to see if there is a way to fix this issue.