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-rw-r--r--core/res/res/raw/color_fade_frag.frag30
-rw-r--r--services/core/java/com/android/server/display/ColorFade.java12
2 files changed, 5 insertions, 37 deletions
diff --git a/core/res/res/raw/color_fade_frag.frag b/core/res/res/raw/color_fade_frag.frag
index a66a5a761a1f..29975d5f7b5e 100644
--- a/core/res/res/raw/color_fade_frag.frag
+++ b/core/res/res/raw/color_fade_frag.frag
@@ -3,40 +3,12 @@
precision mediump float;
uniform samplerExternalOES texUnit;
uniform float opacity;
-uniform float saturation;
uniform float gamma;
varying vec2 UV;
-vec3 rgb2hsl(vec3 rgb)
-{
- float e = 1.0e-7;
-
- vec4 p = rgb.g < rgb.b ? vec4(rgb.bg, -1.0, 2.0 / 3.0) : vec4(rgb.gb, 0.0, -1.0 / 3.0);
- vec4 q = rgb.r < p.x ? vec4(p.xyw, rgb.r) : vec4(rgb.r, p.yzx);
-
- float v = q.x;
- float c = v - min(q.w, q.y);
- float h = abs((q.w - q.y) / (6.0 * c + e) + q.z);
- float l = v - c * 0.5;
- float s = c / (1.0 - abs(2.0 * l - 1.0) + e);
- return clamp(vec3(h, s, l), 0.0, 1.0);
-}
-
-vec3 hsl2rgb(vec3 hsl)
-{
- vec3 h = vec3(hsl.x * 6.0);
- vec3 p = abs(h - vec3(3.0, 2.0, 4.0));
- vec3 q = 2.0 - p;
-
- vec3 rgb = clamp(vec3(p.x - 1.0, q.yz), 0.0, 1.0);
- float c = (1.0 - abs(2.0 * hsl.z - 1.0)) * hsl.y;
- return (rgb - vec3(0.5)) * c + hsl.z;
-}
-
void main()
{
vec4 color = texture2D(texUnit, UV);
- vec3 hsl = rgb2hsl(color.xyz);
- vec3 rgb = pow(hsl2rgb(vec3(hsl.x, hsl.y * saturation, hsl.z * opacity)), vec3(gamma));
+ vec3 rgb = pow(color.rgb * opacity, vec3(gamma));
gl_FragColor = vec4(rgb, 1.0);
}
diff --git a/services/core/java/com/android/server/display/ColorFade.java b/services/core/java/com/android/server/display/ColorFade.java
index 85686ae90250..4f53ed49002b 100644
--- a/services/core/java/com/android/server/display/ColorFade.java
+++ b/services/core/java/com/android/server/display/ColorFade.java
@@ -99,7 +99,7 @@ final class ColorFade {
private final float mProjMatrix[] = new float[16];
private final int[] mGLBuffers = new int[2];
private int mTexCoordLoc, mVertexLoc, mTexUnitLoc, mProjMatrixLoc, mTexMatrixLoc;
- private int mOpacityLoc, mGammaLoc, mSaturationLoc;
+ private int mOpacityLoc, mGammaLoc;
private int mProgram;
// Vertex and corresponding texture coordinates.
@@ -245,7 +245,6 @@ final class ColorFade {
mOpacityLoc = GLES20.glGetUniformLocation(mProgram, "opacity");
mGammaLoc = GLES20.glGetUniformLocation(mProgram, "gamma");
- mSaturationLoc = GLES20.glGetUniformLocation(mProgram, "saturation");
mTexUnitLoc = GLES20.glGetUniformLocation(mProgram, "texUnit");
GLES20.glUseProgram(mProgram);
@@ -393,9 +392,8 @@ final class ColorFade {
double cos = Math.cos(Math.PI * one_minus_level);
double sign = cos < 0 ? -1 : 1;
float opacity = (float) -Math.pow(one_minus_level, 2) + 1;
- float saturation = (float) Math.pow(level, 4);
float gamma = (float) ((0.5d * sign * Math.pow(cos, 2) + 0.5d) * 0.9d + 0.1d);
- drawFaded(opacity, 1.f / gamma, saturation);
+ drawFaded(opacity, 1.f / gamma);
if (checkGlErrors("drawFrame")) {
return false;
}
@@ -407,10 +405,9 @@ final class ColorFade {
return showSurface(1.0f);
}
- private void drawFaded(float opacity, float gamma, float saturation) {
+ private void drawFaded(float opacity, float gamma) {
if (DEBUG) {
- Slog.d(TAG, "drawFaded: opacity=" + opacity + ", gamma=" + gamma +
- ", saturation=" + saturation);
+ Slog.d(TAG, "drawFaded: opacity=" + opacity + ", gamma=" + gamma);
}
// Use shaders
GLES20.glUseProgram(mProgram);
@@ -420,7 +417,6 @@ final class ColorFade {
GLES20.glUniformMatrix4fv(mTexMatrixLoc, 1, false, mTexMatrix, 0);
GLES20.glUniform1f(mOpacityLoc, opacity);
GLES20.glUniform1f(mGammaLoc, gamma);
- GLES20.glUniform1f(mSaturationLoc, saturation);
// Use textures
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);