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Commit 4f4f87c4 authored by Android Build Coastguard Worker's avatar Android Build Coastguard Worker
Browse files

Snap for 12580585 from 431a7ea3 to 25Q1-release

Change-Id: I814d1324466f84e51e2637173eeafc3324910dbe
parents 5901c26d 431a7ea3
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+2 −0
Original line number Diff line number Diff line
@@ -17,6 +17,8 @@
*/
-->
<resources>
    <color name="themed_icon_color">@android:color/system_accent1_200</color>
    <color name="themed_icon_background_color">@android:color/system_accent2_800</color>
    <color name="themed_badge_icon_color">@android:color/system_accent2_800</color>
    <color name="themed_badge_icon_background_color">@android:color/system_accent1_200</color>
</resources>
+3 −3
Original line number Diff line number Diff line
@@ -16,9 +16,9 @@
** limitations under the License.
*/
-->
<resources xmlns:androidprv="http://schemas.android.com/apk/prv/res/android">
    <color name="themed_icon_color">@androidprv:color/system_on_theme_app_dark</color>
    <color name="themed_icon_background_color">@androidprv:color/system_theme_app_dark</color>
<resources>
    <color name="themed_icon_color">#A8C7FA</color>
    <color name="themed_icon_background_color">#003355</color>
    <color name="themed_badge_icon_color">#003355</color>
    <color name="themed_badge_icon_background_color">#A8C7FA</color>
</resources>
+2 −0
Original line number Diff line number Diff line
@@ -17,6 +17,8 @@
*/
-->
<resources>
    <color name="themed_icon_color">@android:color/system_accent1_700</color>
    <color name="themed_icon_background_color">@android:color/system_accent1_100</color>
    <color name="themed_badge_icon_color">@android:color/system_accent1_700</color>
    <color name="themed_badge_icon_background_color">@android:color/system_accent1_100</color>
</resources>
+3 −3
Original line number Diff line number Diff line
@@ -16,9 +16,9 @@
** limitations under the License.
*/
-->
<resources xmlns:androidprv="http://schemas.android.com/apk/prv/res/android">
    <color name="themed_icon_color">@androidprv:color/system_on_theme_app_light</color>
    <color name="themed_icon_background_color">@androidprv:color/system_theme_app_light</color>
<resources>
    <color name="themed_icon_color">#0842A0</color>
    <color name="themed_icon_background_color">#D3E3FD</color>
    <color name="themed_badge_icon_color">#0842A0</color>
    <color name="themed_badge_icon_background_color">#D3E3FD</color>

+28 −16
Original line number Diff line number Diff line
@@ -33,7 +33,8 @@ uniform mat3 transformMatrixWeather;
#include "shaders/utils.agsl"
#include "shaders/simplex2d.agsl"

const vec3 fogColor = vec3(0.20);
const vec3 fogScrimColor = vec3(0.20);
const vec3 fogColor = vec3(1.0);

vec4 main(float2 fragCoord) {
    vec2 timeForeground = vec2(time.x, time.y);
@@ -52,14 +53,19 @@ vec4 main(float2 fragCoord) {
    float2 bgdCoord = transformPoint(transformMatrixBgd, fragCoord);
    float2 uv = transformPoint(transformMatrixWeather, fragCoord) / screenSize;
    uv.y /= screenAspectRatio;
    // Load foreground and blend it with constant solid fog color.
    vec4 fgd = foreground.eval(fgdCoord);
    fgd.rgb = mix(fgd.rgb, fogColor, 0.15 * intensity * fgd.a);

    // Load background and blend it with constant solid fog color.
    // Load background and foreground.
    vec4 fgd = foreground.eval(fgdCoord);
    vec4 bgd = background.eval(bgdCoord);
    bgd.rgb = mix(bgd.rgb, fogColor, 0.32 * intensity * bgd.a);

    // Adjusts contrast and brightness.
    float noise = 0.025 * triangleNoise(fragCoord.xy + vec2(12.31, 1024.1241));
    bgd.rgb = imageRangeConversion(bgd.rgb, 0.8, 0.02, noise, intensity);
    fgd.rgb = imageRangeConversion(fgd.rgb, 0.8, 0.02, noise, intensity);

    // Blend them with constant solid fog color.
    bgd.rgb = mix(bgd.rgb, fogScrimColor, 0.14 * intensity * bgd.a);
    fgd.rgb = mix(fgd.rgb, fogScrimColor, 0.12 * intensity * fgd.a);
    /* Add first layer: background. */
    // set background color as the starting layer.
    vec4 color = bgd;
@@ -115,11 +121,12 @@ vec4 main(float2 fragCoord) {
            bgFogFarCombined *
            smoothstep(-0.1, 0.05, uv.y + fogHeightVariation) *
            (1. - smoothstep(0.15, 0.35, uv.y + fogHeightVariation));
        bgdFogLayer1 *= 0.45 * (1. - bgdDither);
        bgdFogLayer1 *= 1.1;
        bgdFogLayer1 += 0.55 * bgdDither;
        bgdFogLayer1 = clamp(bgdFogLayer1, 0., 1.);
        // Blend with background.
        color.rgb = screenBlend(color.rgb, bgdFogLayer1 * intensity);
    //    color.rgb = vec3(bgdFogLayer1 * intensity);
        color.rgb =
            normalBlendNotPremultiplied(color.rgb, fogColor * 0.8, bgdFogLayer1 * intensity);
    }

    if (uv.y > 0.23 && uv.y < 0.87) {
@@ -131,10 +138,12 @@ vec4 main(float2 fragCoord) {
            bgFogloseCombined *
            smoothstep(0.25, 0.55, uv.y + fogHeightVariation) *
            (1. - smoothstep(0.7, 0.85, uv.y + fogHeightVariation));
        bgdFogLayer2 *= 0.6 * (1.- bgdDither);
        bgdFogLayer2 *= 1.2;
        bgdFogLayer2 += 0.6 * bgdDither;
        bgdFogLayer2 = clamp(bgdFogLayer2, 0., 1.);
        // Blend with background.
        color.rgb = screenBlend(color.rgb, bgdFogLayer2 * intensity);
        color.rgb =
            normalBlendNotPremultiplied(color.rgb, fogColor * 0.85, bgdFogLayer2 * intensity);
    }

    /* Add third layer: foreground. */
@@ -151,9 +160,11 @@ vec4 main(float2 fragCoord) {
                    1.,
                    0.5 * intensity * smoothstep(0.72, 0.92, uv.y + fogHeightVariation)) *
                smoothstep(0.42, 0.82, uv.y + fogHeightVariation);
        fgdFogLayer1 *= 0.65 * (1. - fgdDither);
        fgdFogLayer1 *= 1.3;
        fgdFogLayer1 += 0.6 * fgdDither;
        fgdFogLayer1 = clamp(fgdFogLayer1, 0., 1.);
        color.rgb = screenBlend(color.rgb, fgdFogLayer1 * intensity);
        color.rgb =
            normalBlendNotPremultiplied(color.rgb, fogColor * 0.9, fgdFogLayer1 * intensity);
    }
    if (uv.y > 0.25) {
        // Foreground fog, layer 2.
@@ -162,11 +173,12 @@ vec4 main(float2 fragCoord) {
                mix(
                    fgdFogClose.g,
                    1.,
                    0.65 * intensity * smoothstep(0.85, 0.98, uv.y + fogHeightVariation)) *
                    0.65 * intensity * smoothstep(0.85, 1.3, uv.y + fogHeightVariation)) *
                smoothstep(0.30, 0.90, uv.y + uv.x * 0.09);
        fgdFogLayer2 *= 0.8 * (1. - fgdDither);
        fgdFogLayer2 *= 1.4;
        fgdFogLayer2 += 0.6 * fgdDither;
        fgdFogLayer2 = clamp(fgdFogLayer2, 0., 1.);
        color.rgb = screenBlend(color.rgb, fgdFogLayer2 * intensity);
        color.rgb = normalBlendNotPremultiplied(color.rgb, fogColor, fgdFogLayer2 * intensity);
    }
    return color;
}
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