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Commit 3a986bb9 authored by TreeHugger Robot's avatar TreeHugger Robot Committed by Android (Google) Code Review
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Merge "Fixes boot animation not appearing issue on Oriole." into sc-qpr1-dev

parents 46e87609 81846bad
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+7 −2
Original line number Original line Diff line number Diff line
@@ -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;
@@ -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"(
@@ -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;