Loading graphics/java/android/graphics/drawable/RippleShader.java +2 −2 Original line number Diff line number Diff line Loading @@ -65,7 +65,7 @@ final class RippleShader extends RuntimeShader { + " float currentRadius = radius * progress;\n" + " float circle_outer = softCircle(uv, xy, currentRadius + thickness, blur);\n" + " float circle_inner = softCircle(uv, xy, currentRadius - thickness, blur);\n" + " return clamp(circle_outer - circle_inner, 0., 1.);\n" + " return saturate(circle_outer - circle_inner);\n" + "}\n" + "float subProgress(float start, float end, float progress) {\n" + " float sub = clamp(progress, start, end);\n" Loading Loading @@ -133,7 +133,7 @@ final class RippleShader extends RuntimeShader { } public void setResolution(float w, float h, int density) { float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE * 0.5f; float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE; setUniform("in_resolutionScale", new float[] {1f / w, 1f / h}); setUniform("in_noiseScale", new float[] {densityScale / w, densityScale / h}); } Loading Loading
graphics/java/android/graphics/drawable/RippleShader.java +2 −2 Original line number Diff line number Diff line Loading @@ -65,7 +65,7 @@ final class RippleShader extends RuntimeShader { + " float currentRadius = radius * progress;\n" + " float circle_outer = softCircle(uv, xy, currentRadius + thickness, blur);\n" + " float circle_inner = softCircle(uv, xy, currentRadius - thickness, blur);\n" + " return clamp(circle_outer - circle_inner, 0., 1.);\n" + " return saturate(circle_outer - circle_inner);\n" + "}\n" + "float subProgress(float start, float end, float progress) {\n" + " float sub = clamp(progress, start, end);\n" Loading Loading @@ -133,7 +133,7 @@ final class RippleShader extends RuntimeShader { } public void setResolution(float w, float h, int density) { float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE * 0.5f; float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE; setUniform("in_resolutionScale", new float[] {1f / w, 1f / h}); setUniform("in_noiseScale", new float[] {densityScale / w, densityScale / h}); } Loading