Merge "Fix boot animation alpha multiplication computations" into tm-qpr-dev am: b1b275b032 am: 03a7f370bc

Original change: https://googleplex-android-review.googlesource.com/c/platform/frameworks/base/+/20414907

Change-Id: Ib65162c7a87d213f592ffcfb3286e263bf6cce0c
Signed-off-by: Automerger Merge Worker <android-build-automerger-merge-worker@system.gserviceaccount.com>
This commit is contained in:
Andrew Zeng
2022-11-09 22:34:21 +00:00
committed by Automerger Merge Worker

View File

@@ -130,14 +130,14 @@ static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"(
uniform sampler2D uTexture;
uniform float uFade;
uniform float uColorProgress;
uniform vec4 uStartColor0;
uniform vec4 uStartColor1;
uniform vec4 uStartColor2;
uniform vec4 uStartColor3;
uniform vec4 uEndColor0;
uniform vec4 uEndColor1;
uniform vec4 uEndColor2;
uniform vec4 uEndColor3;
uniform vec3 uStartColor0;
uniform vec3 uStartColor1;
uniform vec3 uStartColor2;
uniform vec3 uStartColor3;
uniform vec3 uEndColor0;
uniform vec3 uEndColor1;
uniform vec3 uEndColor2;
uniform vec3 uEndColor3;
varying highp vec2 vUv;
void main() {
vec4 mask = texture2D(uTexture, vUv);
@@ -150,12 +150,12 @@ static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"(
* step(cWhiteMaskThreshold, g)
* step(cWhiteMaskThreshold, b)
* step(cWhiteMaskThreshold, a);
vec4 color = r * mix(uStartColor0, uEndColor0, uColorProgress)
vec3 color = r * mix(uStartColor0, uEndColor0, uColorProgress)
+ g * mix(uStartColor1, uEndColor1, uColorProgress)
+ b * mix(uStartColor2, uEndColor2, uColorProgress)
+ a * mix(uStartColor3, uEndColor3, uColorProgress);
color = mix(color, vec4(vec3((r + g + b + a) * 0.25), 1.0), useWhiteMask);
gl_FragColor = vec4(color.x, color.y, color.z, (1.0 - uFade)) * color.a;
color = mix(color, vec3((r + g + b + a) * 0.25), useWhiteMask);
gl_FragColor = vec4(color.x, color.y, color.z, (1.0 - uFade));
})";
static const char IMAGE_FRAG_SHADER_SOURCE[] = R"(
precision mediump float;
@@ -1439,12 +1439,12 @@ void BootAnimation::initDynamicColors() {
for (int i = 0; i < DYNAMIC_COLOR_COUNT; i++) {
float *startColor = mAnimation->startColors[i];
float *endColor = mAnimation->endColors[i];
glUniform4f(glGetUniformLocation(mImageShader,
glUniform3f(glGetUniformLocation(mImageShader,
(U_START_COLOR_PREFIX + std::to_string(i)).c_str()),
startColor[0], startColor[1], startColor[2], 1 /* alpha */);
glUniform4f(glGetUniformLocation(mImageShader,
startColor[0], startColor[1], startColor[2]);
glUniform3f(glGetUniformLocation(mImageShader,
(U_END_COLOR_PREFIX + std::to_string(i)).c_str()),
endColor[0], endColor[1], endColor[2], 1 /* alpha */);
endColor[0], endColor[1], endColor[2]);
}
mImageColorProgressLocation = glGetUniformLocation(mImageShader, U_COLOR_PROGRESS);
}