diff options
author | 2022-11-08 11:10:48 -0800 | |
---|---|---|
committer | 2022-11-08 20:00:34 +0000 | |
commit | f9f5822d8d391e9a4e053f89ef7b7944b26351bb (patch) | |
tree | ee2f7ed26f439191ba1fff8ac9480fa307117e5e /cmds/bootanimation/BootAnimation.cpp | |
parent | c3322a827afa8acdcbfbbad652b8bd112910f9bc (diff) |
Fix boot animation alpha multiplication computations
Previously, this was resulting in the output color roughtly as
output_n = color_n * mask_n^2 * (mask_0 + mask_1 + mask_2 + mask_3)
where n is a color channel between 0 and 3.
This caused extra aliasing around edges, since the alpha fades too
quickly along an edge.
Bug: 239632466
Bug: 258246539
Test: verify pixel values for boot animation match mask on watch + phone
Test: modify uFade value, verify pixel colors match
Change-Id: I86742a181576e684aa698a190a8766f4223de799
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); } |