Merge "Merge "Add null check in AuthBiometricView#onConfigurationChange" into tm-qpr-dev am: fb599cdf14 am: 92cd3305dd" into udc-dev
diff --git a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/shaderutil/ShaderUtilLibrary.kt b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/shaderutil/ShaderUtilLibrary.kt
index 280e7ed9..23fcb69 100644
--- a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/shaderutil/ShaderUtilLibrary.kt
+++ b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/shaderutil/ShaderUtilLibrary.kt
@@ -15,163 +15,166 @@
*/
package com.android.systemui.surfaceeffects.shaderutil
-/** A common utility functions that are used for computing shaders. */
-class ShaderUtilLibrary {
+/** Common utility functions that are used for computing shaders. */
+object ShaderUtilLibrary {
// language=AGSL
- companion object {
- const val SHADER_LIB =
- """
- float triangleNoise(vec2 n) {
- n = fract(n * vec2(5.3987, 5.4421));
- n += dot(n.yx, n.xy + vec2(21.5351, 14.3137));
- float xy = n.x * n.y;
- // compute in [0..2[ and remap to [-1.0..1.0[
- return fract(xy * 95.4307) + fract(xy * 75.04961) - 1.0;
+ const val SHADER_LIB =
+ """
+ float triangleNoise(vec2 n) {
+ n = fract(n * vec2(5.3987, 5.4421));
+ n += dot(n.yx, n.xy + vec2(21.5351, 14.3137));
+ float xy = n.x * n.y;
+ // compute in [0..2[ and remap to [-1.0..1.0[
+ return fract(xy * 95.4307) + fract(xy * 75.04961) - 1.0;
+ }
+
+ const float PI = 3.1415926535897932384626;
+
+ float sparkles(vec2 uv, float t) {
+ float n = triangleNoise(uv);
+ float s = 0.0;
+ for (float i = 0; i < 4; i += 1) {
+ float l = i * 0.01;
+ float h = l + 0.1;
+ float o = smoothstep(n - l, h, n);
+ o *= abs(sin(PI * o * (t + 0.55 * i)));
+ s += o;
}
+ return s;
+ }
- const float PI = 3.1415926535897932384626;
+ vec2 distort(vec2 p, float time, float distort_amount_radial,
+ float distort_amount_xy) {
+ float angle = atan(p.y, p.x);
+ return p + vec2(sin(angle * 8 + time * 0.003 + 1.641),
+ cos(angle * 5 + 2.14 + time * 0.00412)) * distort_amount_radial
+ + vec2(sin(p.x * 0.01 + time * 0.00215 + 0.8123),
+ cos(p.y * 0.01 + time * 0.005931)) * distort_amount_xy;
+ }
- float sparkles(vec2 uv, float t) {
- float n = triangleNoise(uv);
- float s = 0.0;
- for (float i = 0; i < 4; i += 1) {
- float l = i * 0.01;
- float h = l + 0.1;
- float o = smoothstep(n - l, h, n);
- o *= abs(sin(PI * o * (t + 0.55 * i)));
- s += o;
- }
- return s;
- }
+ // Perceived luminosity (L′), not absolute luminosity.
+ half getLuminosity(vec3 c) {
+ return 0.3 * c.r + 0.59 * c.g + 0.11 * c.b;
+ }
- vec2 distort(vec2 p, float time, float distort_amount_radial,
- float distort_amount_xy) {
- float angle = atan(p.y, p.x);
- return p + vec2(sin(angle * 8 + time * 0.003 + 1.641),
- cos(angle * 5 + 2.14 + time * 0.00412)) * distort_amount_radial
- + vec2(sin(p.x * 0.01 + time * 0.00215 + 0.8123),
- cos(p.y * 0.01 + time * 0.005931)) * distort_amount_xy;
- }
+ // Creates a luminosity mask and clamp to the legal range.
+ vec3 maskLuminosity(vec3 dest, float lum) {
+ dest.rgb *= vec3(lum);
+ // Clip back into the legal range
+ dest = clamp(dest, vec3(0.), vec3(1.0));
+ return dest;
+ }
- // Perceived luminosity (L′), not absolute luminosity.
- half getLuminosity(vec3 c) {
- return 0.3 * c.r + 0.59 * c.g + 0.11 * c.b;
- }
+ // Return range [-1, 1].
+ vec3 hash(vec3 p) {
+ p = fract(p * vec3(.3456, .1234, .9876));
+ p += dot(p, p.yxz + 43.21);
+ p = (p.xxy + p.yxx) * p.zyx;
+ return (fract(sin(p) * 4567.1234567) - .5) * 2.;
+ }
- // Creates a luminosity mask and clamp to the legal range.
- vec3 maskLuminosity(vec3 dest, float lum) {
- dest.rgb *= vec3(lum);
- // Clip back into the legal range
- dest = clamp(dest, vec3(0.), vec3(1.0));
- return dest;
- }
+ // Skew factors (non-uniform).
+ const half SKEW = 0.3333333; // 1/3
+ const half UNSKEW = 0.1666667; // 1/6
- // Return range [-1, 1].
- vec3 hash(vec3 p) {
- p = fract(p * vec3(.3456, .1234, .9876));
- p += dot(p, p.yxz + 43.21);
- p = (p.xxy + p.yxx) * p.zyx;
- return (fract(sin(p) * 4567.1234567) - .5) * 2.;
- }
+ // Return range roughly [-1,1].
+ // It's because the hash function (that returns a random gradient vector) returns
+ // different magnitude of vectors. Noise doesn't have to be in the precise range thus
+ // skipped normalize.
+ half simplex3d(vec3 p) {
+ // Skew the input coordinate, so that we get squashed cubical grid
+ vec3 s = floor(p + (p.x + p.y + p.z) * SKEW);
- // Skew factors (non-uniform).
- const half SKEW = 0.3333333; // 1/3
- const half UNSKEW = 0.1666667; // 1/6
+ // Unskew back
+ vec3 u = s - (s.x + s.y + s.z) * UNSKEW;
- // Return range roughly [-1,1].
- // It's because the hash function (that returns a random gradient vector) returns
- // different magnitude of vectors. Noise doesn't have to be in the precise range thus
- // skipped normalize.
- half simplex3d(vec3 p) {
- // Skew the input coordinate, so that we get squashed cubical grid
- vec3 s = floor(p + (p.x + p.y + p.z) * SKEW);
+ // Unskewed coordinate that is relative to p, to compute the noise contribution
+ // based on the distance.
+ vec3 c0 = p - u;
- // Unskew back
- vec3 u = s - (s.x + s.y + s.z) * UNSKEW;
+ // We have six simplices (in this case tetrahedron, since we are in 3D) that we
+ // could possibly in.
+ // Here, we are finding the correct tetrahedron (simplex shape), and traverse its
+ // four vertices (c0..3) when computing noise contribution.
+ // The way we find them is by comparing c0's x,y,z values.
+ // For example in 2D, we can find the triangle (simplex shape in 2D) that we are in
+ // by comparing x and y values. i.e. x>y lower, x<y, upper triangle.
+ // Same applies in 3D.
+ //
+ // Below indicates the offsets (or offset directions) when c0=(x0,y0,z0)
+ // x0>y0>z0: (1,0,0), (1,1,0), (1,1,1)
+ // x0>z0>y0: (1,0,0), (1,0,1), (1,1,1)
+ // z0>x0>y0: (0,0,1), (1,0,1), (1,1,1)
+ // z0>y0>x0: (0,0,1), (0,1,1), (1,1,1)
+ // y0>z0>x0: (0,1,0), (0,1,1), (1,1,1)
+ // y0>x0>z0: (0,1,0), (1,1,0), (1,1,1)
+ //
+ // The rule is:
+ // * For offset1, set 1 at the max component, otherwise 0.
+ // * For offset2, set 0 at the min component, otherwise 1.
+ // * For offset3, set 1 for all.
+ //
+ // Encode x0-y0, y0-z0, z0-x0 in a vec3
+ vec3 en = c0 - c0.yzx;
+ // Each represents whether x0>y0, y0>z0, z0>x0
+ en = step(vec3(0.), en);
+ // en.zxy encodes z0>x0, x0>y0, y0>x0
+ vec3 offset1 = en * (1. - en.zxy); // find max
+ vec3 offset2 = 1. - en.zxy * (1. - en); // 1-(find min)
+ vec3 offset3 = vec3(1.);
- // Unskewed coordinate that is relative to p, to compute the noise contribution
- // based on the distance.
- vec3 c0 = p - u;
+ vec3 c1 = c0 - offset1 + UNSKEW;
+ vec3 c2 = c0 - offset2 + UNSKEW * 2.;
+ vec3 c3 = c0 - offset3 + UNSKEW * 3.;
- // We have six simplices (in this case tetrahedron, since we are in 3D) that we
- // could possibly in.
- // Here, we are finding the correct tetrahedron (simplex shape), and traverse its
- // four vertices (c0..3) when computing noise contribution.
- // The way we find them is by comparing c0's x,y,z values.
- // For example in 2D, we can find the triangle (simplex shape in 2D) that we are in
- // by comparing x and y values. i.e. x>y lower, x<y, upper triangle.
- // Same applies in 3D.
- //
- // Below indicates the offsets (or offset directions) when c0=(x0,y0,z0)
- // x0>y0>z0: (1,0,0), (1,1,0), (1,1,1)
- // x0>z0>y0: (1,0,0), (1,0,1), (1,1,1)
- // z0>x0>y0: (0,0,1), (1,0,1), (1,1,1)
- // z0>y0>x0: (0,0,1), (0,1,1), (1,1,1)
- // y0>z0>x0: (0,1,0), (0,1,1), (1,1,1)
- // y0>x0>z0: (0,1,0), (1,1,0), (1,1,1)
- //
- // The rule is:
- // * For offset1, set 1 at the max component, otherwise 0.
- // * For offset2, set 0 at the min component, otherwise 1.
- // * For offset3, set 1 for all.
- //
- // Encode x0-y0, y0-z0, z0-x0 in a vec3
- vec3 en = c0 - c0.yzx;
- // Each represents whether x0>y0, y0>z0, z0>x0
- en = step(vec3(0.), en);
- // en.zxy encodes z0>x0, x0>y0, y0>x0
- vec3 offset1 = en * (1. - en.zxy); // find max
- vec3 offset2 = 1. - en.zxy * (1. - en); // 1-(find min)
- vec3 offset3 = vec3(1.);
+ // Kernel summation: dot(max(0, r^2-d^2))^4, noise contribution)
+ //
+ // First compute d^2, squared distance to the point.
+ vec4 w; // w = max(0, r^2 - d^2))
+ w.x = dot(c0, c0);
+ w.y = dot(c1, c1);
+ w.z = dot(c2, c2);
+ w.w = dot(c3, c3);
- vec3 c1 = c0 - offset1 + UNSKEW;
- vec3 c2 = c0 - offset2 + UNSKEW * 2.;
- vec3 c3 = c0 - offset3 + UNSKEW * 3.;
+ // Noise contribution should decay to zero before they cross the simplex boundary.
+ // Usually r^2 is 0.5 or 0.6;
+ // 0.5 ensures continuity but 0.6 increases the visual quality for the application
+ // where discontinuity isn't noticeable.
+ w = max(0.6 - w, 0.);
- // Kernel summation: dot(max(0, r^2-d^2))^4, noise contribution)
- //
- // First compute d^2, squared distance to the point.
- vec4 w; // w = max(0, r^2 - d^2))
- w.x = dot(c0, c0);
- w.y = dot(c1, c1);
- w.z = dot(c2, c2);
- w.w = dot(c3, c3);
+ // Noise contribution from each point.
+ vec4 nc;
+ nc.x = dot(hash(s), c0);
+ nc.y = dot(hash(s + offset1), c1);
+ nc.z = dot(hash(s + offset2), c2);
+ nc.w = dot(hash(s + offset3), c3);
- // Noise contribution should decay to zero before they cross the simplex boundary.
- // Usually r^2 is 0.5 or 0.6;
- // 0.5 ensures continuity but 0.6 increases the visual quality for the application
- // where discontinuity isn't noticeable.
- w = max(0.6 - w, 0.);
+ nc *= w*w*w*w;
- // Noise contribution from each point.
- vec4 nc;
- nc.x = dot(hash(s), c0);
- nc.y = dot(hash(s + offset1), c1);
- nc.z = dot(hash(s + offset2), c2);
- nc.w = dot(hash(s + offset3), c3);
+ // Add all the noise contributions.
+ // Should multiply by the possible max contribution to adjust the range in [-1,1].
+ return dot(vec4(32.), nc);
+ }
- nc *= w*w*w*w;
+ // Random rotations.
+ // The way you create fractal noise is layering simplex noise with some rotation.
+ // To make random cloud looking noise, the rotations should not align. (Otherwise it
+ // creates patterned noise).
+ // Below rotations only rotate in one axis.
+ const mat3 rot1 = mat3(1.0, 0. ,0., 0., 0.15, -0.98, 0., 0.98, 0.15);
+ const mat3 rot2 = mat3(-0.95, 0. ,-0.3, 0., 1., 0., 0.3, 0., -0.95);
+ const mat3 rot3 = mat3(1.0, 0. ,0., 0., -0.44, -0.89, 0., 0.89, -0.44);
- // Add all the noise contributions.
- // Should multiply by the possible max contribution to adjust the range in [-1,1].
- return dot(vec4(32.), nc);
- }
+ // Octave = 4
+ // Divide each coefficient by 3 to produce more grainy noise.
+ half simplex3d_fractal(vec3 p) {
+ return 0.675 * simplex3d(p * rot1) + 0.225 * simplex3d(2.0 * p * rot2)
+ + 0.075 * simplex3d(4.0 * p * rot3) + 0.025 * simplex3d(8.0 * p);
+ }
- // Random rotations.
- // The way you create fractal noise is layering simplex noise with some rotation.
- // To make random cloud looking noise, the rotations should not align. (Otherwise it
- // creates patterned noise).
- // Below rotations only rotate in one axis.
- const mat3 rot1 = mat3(1.0, 0. ,0., 0., 0.15, -0.98, 0., 0.98, 0.15);
- const mat3 rot2 = mat3(-0.95, 0. ,-0.3, 0., 1., 0., 0.3, 0., -0.95);
- const mat3 rot3 = mat3(1.0, 0. ,0., 0., -0.44, -0.89, 0., 0.89, -0.44);
-
- // Octave = 4
- // Divide each coefficient by 3 to produce more grainy noise.
- half simplex3d_fractal(vec3 mat) {
- return 0.675 * simplex3d(mat * rot1) + 0.225 * simplex3d(2.0 * mat * rot2)
- + 0.075 * simplex3d(4.0 * mat * rot3) + 0.025 * simplex3d(8.0 * mat);
- }
- """
- }
+ // Screen blend
+ vec3 screen(vec3 dest, vec3 src) {
+ return dest + src - dest * src;
+ }
+ """
}
diff --git a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/turbulencenoise/TurbulenceNoiseShader.kt b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/turbulencenoise/TurbulenceNoiseShader.kt
index 0e22667..d1ba7c4 100644
--- a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/turbulencenoise/TurbulenceNoiseShader.kt
+++ b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/turbulencenoise/TurbulenceNoiseShader.kt
@@ -36,6 +36,7 @@
uniform float in_aspectRatio;
uniform float in_opacity;
uniform float in_pixelDensity;
+ uniform float in_inverseLuma;
layout(color) uniform vec4 in_color;
layout(color) uniform vec4 in_backgroundColor;
"""
@@ -47,7 +48,7 @@
uv.x *= in_aspectRatio;
vec3 noiseP = vec3(uv + in_noiseMove.xy, in_noiseMove.z) * in_gridNum;
- float luma = simplex3d(noiseP) * in_opacity;
+ float luma = abs(in_inverseLuma - simplex3d(noiseP)) * in_opacity;
vec3 mask = maskLuminosity(in_color.rgb, luma);
vec3 color = in_backgroundColor.rgb + mask * 0.6;
@@ -69,7 +70,7 @@
uv.x *= in_aspectRatio;
vec3 noiseP = vec3(uv + in_noiseMove.xy, in_noiseMove.z) * in_gridNum;
- float luma = simplex3d_fractal(noiseP) * in_opacity;
+ float luma = abs(in_inverseLuma - simplex3d_fractal(noiseP)) * in_opacity;
vec3 mask = maskLuminosity(in_color.rgb, luma);
vec3 color = in_backgroundColor.rgb + mask * 0.6;
@@ -123,6 +124,17 @@
setFloatUniform("in_aspectRatio", width / max(height, 0.001f))
}
+ /**
+ * Sets whether to inverse the luminosity of the noise.
+ *
+ * By default noise will be used as a luma matte as is. This means that you will see color in
+ * the brighter area. If you want to invert it, meaning blend color onto the darker side, set to
+ * true.
+ */
+ fun setInverseNoiseLuminosity(inverse: Boolean) {
+ setFloatUniform("in_inverseLuma", if (inverse) 1f else 0f)
+ }
+
/** Current noise movements in x, y, and z axes. */
var noiseOffsetX: Float = 0f
private set