Fixes boot animation not appearing issue on Oriole.

Test: Flash the updated animation to device. Reboot and check if the
animation shows up.
Bug:199179989
Fixes:199179989

Change-Id: Ic2a2496efcaca4b6ae90c167498b8cd794b46bea
diff --git a/cmds/bootanimation/BootAnimation.cpp b/cmds/bootanimation/BootAnimation.cpp
index 7ed0bed..c074029 100644
--- a/cmds/bootanimation/BootAnimation.cpp
+++ b/cmds/bootanimation/BootAnimation.cpp
@@ -127,7 +127,7 @@
     })";
 static const char IMAGE_FRAG_DYNAMIC_COLORING_SHADER_SOURCE[] = R"(
     precision mediump float;
-    const float cWhiteMaskThreshold = 0.05f;
+    const float cWhiteMaskThreshold = 0.05;
     uniform sampler2D uTexture;
     uniform float uFade;
     uniform float uColorProgress;
@@ -155,7 +155,7 @@
                 + g * mix(uStartColor1, uEndColor1, uColorProgress)
                 + b * mix(uStartColor2, uEndColor2, uColorProgress)
                 + a * mix(uStartColor3, uEndColor3, uColorProgress);
-        color = mix(color, vec4(vec3((r + g + b + a) * 0.25f), 1.0), useWhiteMask);
+        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;
     })";
 static const char IMAGE_FRAG_SHADER_SOURCE[] = R"(
@@ -699,6 +699,11 @@
     glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
     if (isCompiled == GL_FALSE) {
         SLOGE("Compile shader failed. Shader type: %d", shaderType);
+        GLint maxLength = 0;
+        glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
+        std::vector<GLchar> errorLog(maxLength);
+        glGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog[0]);
+        SLOGE("Shader compilation error: %s", &errorLog[0]);
         return 0;
     }
     return shader;