Loading libs/hwui/ProgramCache.cpp +3 −3 Original line number Diff line number Diff line Loading @@ -50,7 +50,7 @@ const char* gVS_Header_Varyings_HasBitmap = "varying vec2 outBitmapTexCoords;\n"; const char* gVS_Header_Varyings_HasGradient[3] = { // Linear "varying float index;\n", "varying vec2 linear;\n", // Circular "varying vec2 circular;\n", // Sweep Loading @@ -62,7 +62,7 @@ const char* gVS_Main_OutTexCoords = " outTexCoords = texCoords;\n"; const char* gVS_Main_OutGradient[3] = { // Linear " index = (screenSpace * position).x;\n", " linear = vec2((screenSpace * position).x, 0.5);\n", // Circular " circular = (screenSpace * position).xy;\n", // Sweep Loading Loading @@ -121,7 +121,7 @@ const char* gFS_Main_FetchA8Texture = " fragColor = color * texture2D(sampler, outTexCoords).a;\n"; const char* gFS_Main_FetchGradient[3] = { // Linear " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n", " vec4 gradientColor = texture2D(gradientSampler, linear);\n", // Circular " float index = length(circular);\n" " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n", Loading Loading
libs/hwui/ProgramCache.cpp +3 −3 Original line number Diff line number Diff line Loading @@ -50,7 +50,7 @@ const char* gVS_Header_Varyings_HasBitmap = "varying vec2 outBitmapTexCoords;\n"; const char* gVS_Header_Varyings_HasGradient[3] = { // Linear "varying float index;\n", "varying vec2 linear;\n", // Circular "varying vec2 circular;\n", // Sweep Loading @@ -62,7 +62,7 @@ const char* gVS_Main_OutTexCoords = " outTexCoords = texCoords;\n"; const char* gVS_Main_OutGradient[3] = { // Linear " index = (screenSpace * position).x;\n", " linear = vec2((screenSpace * position).x, 0.5);\n", // Circular " circular = (screenSpace * position).xy;\n", // Sweep Loading Loading @@ -121,7 +121,7 @@ const char* gFS_Main_FetchA8Texture = " fragColor = color * texture2D(sampler, outTexCoords).a;\n"; const char* gFS_Main_FetchGradient[3] = { // Linear " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n", " vec4 gradientColor = texture2D(gradientSampler, linear);\n", // Circular " float index = length(circular);\n" " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n", Loading