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authorPaulo Sergio Travaglia <pstglia@gmail.com>2015-06-21 05:11:13 -0300
committerWolfgang Wiedmeyer <wolfgit@wiedmeyer.de>2016-06-22 17:36:49 +0200
commit24abb423c30dd3fa815154664bd59eb011f7c0e9 (patch)
tree0e11e71b86af134da30fc4ce4407ee9b9b754a51
parent813d4309fb2144b96ffcd644c71a30aadc50fd1e (diff)
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Avoid crashes with Suspendon Lollipop (ColorFade)
ColorFade (which is called on Suspend during STATE_OFF) uses some GLSL commands to make some effects ( fade current screen to black and white before blacking it out completelly) However, it produces a crash on mesa. To avoid this crash, Fragment Shader code was commented out, keeping just gl_FragColor to set a single black color
-rw-r--r--core/res/res/raw/color_fade_frag.frag6
1 files changed, 5 insertions, 1 deletions
diff --git a/core/res/res/raw/color_fade_frag.frag b/core/res/res/raw/color_fade_frag.frag
index a66a5a7..df3d704 100644
--- a/core/res/res/raw/color_fade_frag.frag
+++ b/core/res/res/raw/color_fade_frag.frag
@@ -7,6 +7,7 @@ uniform float saturation;
uniform float gamma;
varying vec2 UV;
+/*
vec3 rgb2hsl(vec3 rgb)
{
float e = 1.0e-7;
@@ -32,11 +33,14 @@ vec3 hsl2rgb(vec3 hsl)
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));
- gl_FragColor = vec4(rgb, 1.0);
+*/
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}