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Commit b1b275b0 authored by Andrew Zeng's avatar Andrew Zeng Committed by Android (Google) Code Review
Browse files

Merge "Fix boot animation alpha multiplication computations" into tm-qpr-dev

parents dc6b532f f9f5822d
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+15 −15
Original line number Diff line number Diff line
@@ -132,14 +132,14 @@ 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);
@@ -152,12 +152,12 @@ 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;
@@ -1440,12 +1440,12 @@ 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);
}