frameworks/base
Revision | 927459c53af3063ea49f5af6af96a334c25cc11e (tree) |
---|---|
Time | 2015-12-22 13:13:53 |
Author | Paulo Sergio Travaglia <pstglia@gmai...> |
Commiter | Chih-Wei Huang |
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
@@ -7,6 +7,7 @@ uniform float saturation; | ||
7 | 7 | uniform float gamma; |
8 | 8 | varying vec2 UV; |
9 | 9 | |
10 | +/* | |
10 | 11 | vec3 rgb2hsl(vec3 rgb) |
11 | 12 | { |
12 | 13 | float e = 1.0e-7; |
@@ -32,11 +33,14 @@ vec3 hsl2rgb(vec3 hsl) | ||
32 | 33 | float c = (1.0 - abs(2.0 * hsl.z - 1.0)) * hsl.y; |
33 | 34 | return (rgb - vec3(0.5)) * c + hsl.z; |
34 | 35 | } |
36 | +*/ | |
35 | 37 | |
36 | 38 | void main() |
37 | 39 | { |
40 | +/* | |
38 | 41 | vec4 color = texture2D(texUnit, UV); |
39 | 42 | vec3 hsl = rgb2hsl(color.xyz); |
40 | 43 | vec3 rgb = pow(hsl2rgb(vec3(hsl.x, hsl.y * saturation, hsl.z * opacity)), vec3(gamma)); |
41 | - gl_FragColor = vec4(rgb, 1.0); | |
44 | +*/ | |
45 | + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); | |
42 | 46 | } |