Merge "Fixes boot animation not appearing issue on Oriole." into sc-qpr1-dev
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Android (Google) Code Review
commit
3a986bb956
@@ -127,7 +127,7 @@ static const char VERTEX_SHADER_SOURCE[] = R"(
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})";
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})";
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static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"(
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static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"(
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precision mediump float;
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precision mediump float;
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const float cWhiteMaskThreshold = 0.05f;
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const float cWhiteMaskThreshold = 0.05;
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uniform sampler2D uTexture;
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uniform sampler2D uTexture;
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uniform float uFade;
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uniform float uFade;
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uniform float uColorProgress;
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uniform float uColorProgress;
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@@ -155,7 +155,7 @@ static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"(
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+ g * mix(uStartColor1, uEndColor1, uColorProgress)
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+ g * mix(uStartColor1, uEndColor1, uColorProgress)
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+ b * mix(uStartColor2, uEndColor2, uColorProgress)
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+ b * mix(uStartColor2, uEndColor2, uColorProgress)
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+ a * mix(uStartColor3, uEndColor3, uColorProgress);
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+ a * mix(uStartColor3, uEndColor3, uColorProgress);
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color = mix(color, vec4(vec3((r + g + b + a) * 0.25f), 1.0), useWhiteMask);
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color = mix(color, vec4(vec3((r + g + b + a) * 0.25), 1.0), useWhiteMask);
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gl_FragColor = vec4(color.x, color.y, color.z, (1.0 - uFade)) * color.a;
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gl_FragColor = vec4(color.x, color.y, color.z, (1.0 - uFade)) * color.a;
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})";
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})";
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static const char IMAGE_FRAG_SHADER_SOURCE[] = R"(
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static const char IMAGE_FRAG_SHADER_SOURCE[] = R"(
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@@ -699,6 +699,11 @@ GLuint compileShader(GLenum shaderType, const GLchar *source) {
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glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
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if (isCompiled == GL_FALSE) {
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if (isCompiled == GL_FALSE) {
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SLOGE("Compile shader failed. Shader type: %d", shaderType);
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SLOGE("Compile shader failed. Shader type: %d", shaderType);
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GLint maxLength = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
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std::vector<GLchar> errorLog(maxLength);
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glGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog[0]);
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SLOGE("Shader compilation error: %s", &errorLog[0]);
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return 0;
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return 0;
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}
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}
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return shader;
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return shader;
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