diff options
author | 2022-11-09 21:38:12 +0000 | |
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committer | 2022-11-09 21:38:12 +0000 | |
commit | b1b275b0327aeed858b9de551cd26c285bbaadf3 (patch) | |
tree | 59249214f05c7f86c99935ec40c933a1eda864c0 /cmds/bootanimation/BootAnimation.cpp | |
parent | dc6b532f7dc53cee7d4221f242fb3af819cd1380 (diff) | |
parent | f9f5822d8d391e9a4e053f89ef7b7944b26351bb (diff) |
Merge "Fix boot animation alpha multiplication computations" into tm-qpr-dev
Diffstat (limited to 'cmds/bootanimation/BootAnimation.cpp')
-rw-r--r-- | cmds/bootanimation/BootAnimation.cpp | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/cmds/bootanimation/BootAnimation.cpp b/cmds/bootanimation/BootAnimation.cpp index 50c8e933d25f..3f6046f01f11 100644 --- a/cmds/bootanimation/BootAnimation.cpp +++ b/cmds/bootanimation/BootAnimation.cpp @@ -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); } |