Merge "Fix issue #10650718: Camera DOA on KLP" into klp-dev
diff --git a/data/fonts/fallback_fonts.xml b/data/fonts/fallback_fonts.xml
index d7b1464..d9170c9 100644
--- a/data/fonts/fallback_fonts.xml
+++ b/data/fonts/fallback_fonts.xml
@@ -175,6 +175,11 @@
     </family>
     <family>
         <fileset>
+            <file>NotoSansSymbols-Regular.ttf</file>
+        </fileset>
+    </family>
+    <family>
+        <fileset>
             <file>AndroidEmoji.ttf</file>
         </fileset>
     </family>
diff --git a/services/java/com/android/server/power/ElectronBeam.java b/services/java/com/android/server/power/ElectronBeam.java
index 379e704..0d92f66 100644
--- a/services/java/com/android/server/power/ElectronBeam.java
+++ b/services/java/com/android/server/power/ElectronBeam.java
@@ -319,10 +319,10 @@
 
     /**
      * Draws a frame where the electron beam has been stretched out into
-     * a thin white horizontal line that fades as it expands outwards.
+     * a thin white horizontal line that fades as it collapses inwards.
      *
-     * @param stretch The stretch factor.  0.0 is no stretch / no fade,
-     * 1.0 is maximum stretch / maximum fade.
+     * @param stretch The stretch factor.  0.0 is maximum stretch / no fade,
+     * 1.0 is collapsed / maximum fade.
      */
     private void drawHStretch(float stretch) {
         // compute interpolation scale factor
@@ -338,7 +338,7 @@
 
             // draw narrow fading white line
             setHStretchQuad(mVertexBuffer, mDisplayWidth, mDisplayHeight, ag);
-            GLES10.glColor4f(1.0f - ag, 1.0f - ag, 1.0f - ag, 1.0f);
+            GLES10.glColor4f(1.0f - ag*0.75f, 1.0f - ag*0.75f, 1.0f - ag*0.75f, 1.0f);
             GLES10.glDrawArrays(GLES10.GL_TRIANGLE_FAN, 0, 4);
 
             // clean up
@@ -355,7 +355,7 @@
     }
 
     private static void setHStretchQuad(FloatBuffer vtx, float dw, float dh, float a) {
-        final float w = dw + (dw * a);
+        final float w = 2 * dw * (1.0f - a);
         final float h = 1.0f;
         final float x = (dw - w) * 0.5f;
         final float y = (dh - h) * 0.5f;