Loading libs/hwui/ProgramCache.cpp +2 −2 Original line number Diff line number Diff line Loading @@ -190,7 +190,7 @@ const char* gFS_Transfer_Functions = R"__SHADER__( // Dithering must be done in the quantization space // When we are writing to an sRGB framebuffer, we must do the following: // EOTF(OETF(color) + dither) // The dithering pattern is generated with a triangle noise generator in the range [-0.0,1.0] // The dithering pattern is generated with a triangle noise generator in the range [-1.0,1.0] // TODO: Handle linear fp16 render targets const char* gFS_Gradient_Functions = R"__SHADER__( float triangleNoise(const highp vec2 n) { Loading @@ -203,7 +203,7 @@ const char* gFS_Gradient_Functions = R"__SHADER__( const char* gFS_Gradient_Preamble[2] = { // Linear framebuffer "\nvec4 dither(const vec4 color) {\n" " return vec4(color.rgb + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0), color.a);\n" " return color + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0);\n" "}\n" "\nvec4 gammaMix(const vec4 a, const vec4 b, float v) {\n" " vec4 c = mix(a, b, v);\n" Loading Loading
libs/hwui/ProgramCache.cpp +2 −2 Original line number Diff line number Diff line Loading @@ -190,7 +190,7 @@ const char* gFS_Transfer_Functions = R"__SHADER__( // Dithering must be done in the quantization space // When we are writing to an sRGB framebuffer, we must do the following: // EOTF(OETF(color) + dither) // The dithering pattern is generated with a triangle noise generator in the range [-0.0,1.0] // The dithering pattern is generated with a triangle noise generator in the range [-1.0,1.0] // TODO: Handle linear fp16 render targets const char* gFS_Gradient_Functions = R"__SHADER__( float triangleNoise(const highp vec2 n) { Loading @@ -203,7 +203,7 @@ const char* gFS_Gradient_Functions = R"__SHADER__( const char* gFS_Gradient_Preamble[2] = { // Linear framebuffer "\nvec4 dither(const vec4 color) {\n" " return vec4(color.rgb + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0), color.a);\n" " return color + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0);\n" "}\n" "\nvec4 gammaMix(const vec4 a, const vec4 b, float v) {\n" " vec4 c = mix(a, b, v);\n" Loading