diff options
| -rw-r--r-- | core/res/res/raw/color_fade_frag.frag | 30 | ||||
| -rw-r--r-- | services/core/java/com/android/server/display/ColorFade.java | 12 |
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); |