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Commit 61c96ea

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Correct the alpha logic in glProgram
the alpha cover should not be necessary Change-Id: Ieef8282d431d73ff8d5520a1bc4e3b6262721e9b Tests: Android UI correctly rendered Tracked-On: None Signed-off-by: Lin Johnson <[email protected]>
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common/compositor/gl/glprogram.cpp

Lines changed: 2 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -105,8 +105,6 @@ static std::string GenerateFragmentShader(int layer_count) {
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<< " vec3 multRgb;\n"
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<< " float tempAlpha;\n";
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for (int i = 0; i < layer_count; ++i) {
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if (i > 0)
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fragment_shader_stream << " if (alphaCover > 0.5/255.0) {\n";
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// clang-format off
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fragment_shader_stream << " texSample = texture2D(uLayerTexture" << i
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<< ",\n"
@@ -120,14 +118,10 @@ static std::string GenerateFragmentShader(int layer_count) {
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<< " max(tempAlpha, uLayerPremult[" << i
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<< "]);\n"
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<< " color += multRgb * uLayerAlpha[" << i
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<< "] * alphaCover;\n"
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<< " alphaCover *= 1.0 - texSample.a * uLayerAlpha["
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<< i << "];\n";
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<< "] ;\n"
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// clang-format on
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}
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for (int i = 0; i < layer_count - 1; ++i)
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fragment_shader_stream << " }\n";
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fragment_shader_stream << " oFragColor = vec4(color, 1.0 - alphaCover);\n"
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fragment_shader_stream << " oFragColor = vec4(color, 1.0);\n"
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<< "}\n";
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return fragment_shader_stream.str();
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}

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