Loading cmds/bootanimation/BootAnimation.cpp +7 −2 Original line number Original line Diff line number Diff line Loading @@ -127,7 +127,7 @@ static const char VERTEX_SHADER_SOURCE[] = R"( })"; })"; static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"( static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"( precision mediump float; precision mediump float; const float cWhiteMaskThreshold = 0.05f; const float cWhiteMaskThreshold = 0.05; uniform sampler2D uTexture; uniform sampler2D uTexture; uniform float uFade; uniform float uFade; uniform float uColorProgress; uniform float uColorProgress; Loading Loading @@ -155,7 +155,7 @@ static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"( + g * mix(uStartColor1, uEndColor1, uColorProgress) + g * mix(uStartColor1, uEndColor1, uColorProgress) + b * mix(uStartColor2, uEndColor2, uColorProgress) + b * mix(uStartColor2, uEndColor2, uColorProgress) + a * mix(uStartColor3, uEndColor3, uColorProgress); + a * mix(uStartColor3, uEndColor3, uColorProgress); color = mix(color, vec4(vec3((r + g + b + a) * 0.25f), 1.0), useWhiteMask); 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; gl_FragColor = vec4(color.x, color.y, color.z, (1.0 - uFade)) * color.a; })"; })"; static const char IMAGE_FRAG_SHADER_SOURCE[] = R"( static const char IMAGE_FRAG_SHADER_SOURCE[] = R"( Loading Loading @@ -699,6 +699,11 @@ GLuint compileShader(GLenum shaderType, const GLchar *source) { glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled); glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled); if (isCompiled == GL_FALSE) { if (isCompiled == GL_FALSE) { SLOGE("Compile shader failed. Shader type: %d", shaderType); SLOGE("Compile shader failed. Shader type: %d", shaderType); GLint maxLength = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); std::vector<GLchar> errorLog(maxLength); glGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog[0]); SLOGE("Shader compilation error: %s", &errorLog[0]); return 0; return 0; } } return shader; return shader; Loading Loading
cmds/bootanimation/BootAnimation.cpp +7 −2 Original line number Original line Diff line number Diff line Loading @@ -127,7 +127,7 @@ static const char VERTEX_SHADER_SOURCE[] = R"( })"; })"; static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"( static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"( precision mediump float; precision mediump float; const float cWhiteMaskThreshold = 0.05f; const float cWhiteMaskThreshold = 0.05; uniform sampler2D uTexture; uniform sampler2D uTexture; uniform float uFade; uniform float uFade; uniform float uColorProgress; uniform float uColorProgress; Loading Loading @@ -155,7 +155,7 @@ static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"( + g * mix(uStartColor1, uEndColor1, uColorProgress) + g * mix(uStartColor1, uEndColor1, uColorProgress) + b * mix(uStartColor2, uEndColor2, uColorProgress) + b * mix(uStartColor2, uEndColor2, uColorProgress) + a * mix(uStartColor3, uEndColor3, uColorProgress); + a * mix(uStartColor3, uEndColor3, uColorProgress); color = mix(color, vec4(vec3((r + g + b + a) * 0.25f), 1.0), useWhiteMask); 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; gl_FragColor = vec4(color.x, color.y, color.z, (1.0 - uFade)) * color.a; })"; })"; static const char IMAGE_FRAG_SHADER_SOURCE[] = R"( static const char IMAGE_FRAG_SHADER_SOURCE[] = R"( Loading Loading @@ -699,6 +699,11 @@ GLuint compileShader(GLenum shaderType, const GLchar *source) { glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled); glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled); if (isCompiled == GL_FALSE) { if (isCompiled == GL_FALSE) { SLOGE("Compile shader failed. Shader type: %d", shaderType); SLOGE("Compile shader failed. Shader type: %d", shaderType); GLint maxLength = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); std::vector<GLchar> errorLog(maxLength); glGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog[0]); SLOGE("Shader compilation error: %s", &errorLog[0]); return 0; return 0; } } return shader; return shader; Loading