Loading cmds/bootanimation/BootAnimation.cpp +15 −15 Original line number Diff line number Diff line Loading @@ -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); Loading @@ -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; Loading Loading @@ -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); } Loading Loading
cmds/bootanimation/BootAnimation.cpp +15 −15 Original line number Diff line number Diff line Loading @@ -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); Loading @@ -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; Loading Loading @@ -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); } Loading