Merge "Fix boot animation alpha multiplication computations" into tm-qpr-dev
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@@ -132,14 +132,14 @@ static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"(
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uniform sampler2D uTexture;
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uniform float uFade;
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uniform float uColorProgress;
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uniform vec4 uStartColor0;
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uniform vec4 uStartColor1;
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uniform vec4 uStartColor2;
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uniform vec4 uStartColor3;
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uniform vec4 uEndColor0;
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uniform vec4 uEndColor1;
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uniform vec4 uEndColor2;
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uniform vec4 uEndColor3;
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uniform vec3 uStartColor0;
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uniform vec3 uStartColor1;
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uniform vec3 uStartColor2;
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uniform vec3 uStartColor3;
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uniform vec3 uEndColor0;
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uniform vec3 uEndColor1;
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uniform vec3 uEndColor2;
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uniform vec3 uEndColor3;
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varying highp vec2 vUv;
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void main() {
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vec4 mask = texture2D(uTexture, vUv);
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@@ -152,12 +152,12 @@ static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"(
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* step(cWhiteMaskThreshold, g)
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* step(cWhiteMaskThreshold, b)
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* step(cWhiteMaskThreshold, a);
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vec4 color = r * mix(uStartColor0, uEndColor0, uColorProgress)
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vec3 color = r * mix(uStartColor0, uEndColor0, uColorProgress)
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+ g * mix(uStartColor1, uEndColor1, uColorProgress)
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+ b * mix(uStartColor2, uEndColor2, uColorProgress)
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+ a * mix(uStartColor3, uEndColor3, uColorProgress);
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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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color = mix(color, vec3((r + g + b + a) * 0.25), useWhiteMask);
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gl_FragColor = vec4(color.x, color.y, color.z, (1.0 - uFade));
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})";
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static const char IMAGE_FRAG_SHADER_SOURCE[] = R"(
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precision mediump float;
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@@ -1440,12 +1440,12 @@ void BootAnimation::initDynamicColors() {
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for (int i = 0; i < DYNAMIC_COLOR_COUNT; i++) {
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float *startColor = mAnimation->startColors[i];
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float *endColor = mAnimation->endColors[i];
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glUniform4f(glGetUniformLocation(mImageShader,
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glUniform3f(glGetUniformLocation(mImageShader,
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(U_START_COLOR_PREFIX + std::to_string(i)).c_str()),
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startColor[0], startColor[1], startColor[2], 1 /* alpha */);
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glUniform4f(glGetUniformLocation(mImageShader,
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startColor[0], startColor[1], startColor[2]);
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glUniform3f(glGetUniformLocation(mImageShader,
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(U_END_COLOR_PREFIX + std::to_string(i)).c_str()),
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endColor[0], endColor[1], endColor[2], 1 /* alpha */);
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endColor[0], endColor[1], endColor[2]);
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}
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mImageColorProgressLocation = glGetUniformLocation(mImageShader, U_COLOR_PROGRESS);
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}
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