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Commit 5901c26d authored by Android Build Coastguard Worker's avatar Android Build Coastguard Worker
Browse files

Snap for 12559614 from a15c787b to 25Q1-release

Change-Id: Ic90f67e93af9fe06d0fb7ec8cf2a662997d510dc
parents 5e271009 a15c787b
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+2 −1
Original line number Diff line number Diff line
@@ -27,6 +27,7 @@ uniform half pixelDensity;
uniform half intensity;
uniform mat3 transformMatrixFgd;
uniform mat3 transformMatrixBgd;
uniform mat3 transformMatrixWeather;

#include "shaders/constants.agsl"
#include "shaders/utils.agsl"
@@ -49,7 +50,7 @@ vec4 main(float2 fragCoord) {

    float2 fgdCoord = transformPoint(transformMatrixFgd, fragCoord);
    float2 bgdCoord = transformPoint(transformMatrixBgd, fragCoord);
    float2 uv = bgdCoord / screenSize;
    float2 uv = transformPoint(transformMatrixWeather, fragCoord) / screenSize;
    uv.y /= screenAspectRatio;
    // Load foreground and blend it with constant solid fog color.
    vec4 fgd = foreground.eval(fgdCoord);
+2 −1
Original line number Diff line number Diff line
@@ -24,6 +24,7 @@ uniform float2 screenSize;
uniform half intensity;
uniform mat3 transformMatrixFgd;
uniform mat3 transformMatrixBgd;
uniform mat3 transformMatrixWeather;

#include "shaders/constants.agsl"
#include "shaders/utils.agsl"
@@ -83,7 +84,7 @@ vec4 main(float2 fragCoord) {
    float2 uvTextureFgd = transformPoint(transformMatrixFgd, fragCoord);
    float2 uvTextureBgd = transformPoint(transformMatrixBgd, fragCoord);
    // Calculate uv for snow based on transformed coordinates
    float2 uv = uvTextureFgd / screenSize;
    float2 uv = transformPoint(transformMatrixWeather, fragCoord) / screenSize;

    vec4 colorForeground = foreground.eval(uvTextureFgd);
    vec4 color = background.eval(uvTextureBgd);
+2 −1
Original line number Diff line number Diff line
@@ -24,6 +24,7 @@ uniform float screenAspectRatio;
uniform float2 screenSize;
uniform mat3 transformMatrixFgd;
uniform mat3 transformMatrixBgd;
uniform mat3 transformMatrixWeather;

#include "shaders/constants.agsl"
#include "shaders/utils.agsl"
@@ -55,7 +56,7 @@ vec4 main(float2 fragCoord) {
    float2 adjustedUvBackground = transformPoint(transformMatrixBgd, fragCoord);

    // Calculate uv for snow based on transformed coordinates
    float2 uv = adjustedUvBackground / screenSize;
    float2 uv = transformPoint(transformMatrixWeather, fragCoord) / screenSize;
    float2 uvAdjusted = vec2(uv.x, uv.y / screenAspectRatio);

    vec4 colorForeground = foreground.eval(adjustedUvForeground);
+2 −2
Original line number Diff line number Diff line
@@ -22,6 +22,7 @@ uniform float time;
uniform float intensity;
uniform mat3 transformMatrixFgd;
uniform mat3 transformMatrixBgd;
uniform mat3 transformMatrixWeather;


#include "shaders/constants.agsl"
@@ -98,8 +99,7 @@ vec4 main(float2 fragCoord) {
    float2 adjustedUvForeground = transformPoint(transformMatrixFgd, fragCoord);
    float2 adjustedUvBackground = transformPoint(transformMatrixBgd, fragCoord);


    float2 uv = fragCoord / screenSize;
    float2 uv = transformPoint(transformMatrixWeather, fragCoord) / screenSize;
    uv -= vec2(0.5, 0.5);
    uv.y /= screenAspectRatio;
    vec2 sunVariation = vec2(0.1 * sin(time * 0.3), 0.14 * cos(time * 0.5));
+3 −0
Original line number Diff line number Diff line
@@ -27,6 +27,7 @@ import com.google.android.wallpaper.weathereffects.graphics.WeatherEffect
import com.google.android.wallpaper.weathereffects.graphics.WeatherEffect.Companion.DEFAULT_INTENSITY
import com.google.android.wallpaper.weathereffects.graphics.utils.GraphicsUtils
import com.google.android.wallpaper.weathereffects.graphics.utils.MatrixUtils.centerCropMatrix
import com.google.android.wallpaper.weathereffects.graphics.utils.MatrixUtils.extractTranslationMatrix
import com.google.android.wallpaper.weathereffects.graphics.utils.MatrixUtils.postprocessParallaxMatrix
import com.google.android.wallpaper.weathereffects.graphics.utils.TimeUtils
import kotlin.math.sin
@@ -143,8 +144,10 @@ class FogEffect(
                )
        }
        val postprocessedMatrix = postprocessParallaxMatrix(matrix!!)
        val weatherMatrix = extractTranslationMatrix(postprocessedMatrix)
        fogConfig.shader.setFloatUniform("transformMatrixFgd", postprocessedMatrix)
        fogConfig.shader.setFloatUniform("transformMatrixBgd", postprocessedMatrix)
        fogConfig.shader.setFloatUniform("transformMatrixWeather", weatherMatrix)

        fogConfig.shader.setFloatUniform("screenSize", surfaceSize.width, surfaceSize.height)
        fogConfig.shader.setFloatUniform(
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