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
uniform float gamma;
varying vec2 UV;
+/*
vec3 rgb2hsl(vec3 rgb)
{
float e = 1.0e-7;
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);
}