Loading graphics/java/android/graphics/drawable/RippleShader.java +9 −14 Original line number Diff line number Diff line Loading @@ -60,17 +60,13 @@ final class RippleShader extends RuntimeShader { + " float d = distance(uv, xy);\n" + " return 1. - smoothstep(1. - blurHalf, 1. + blurHalf, d / radius);\n" + "}\n" + "\n" + "float getRingMask(vec2 frag, vec2 center, float r, float progress) {\n" + " float dist = distance(frag, center);\n" + " float expansion = r * .6;\n" + " r = r * min(1.,progress);\n" + " float minD = max(r - expansion, 0.);\n" + " float maxD = r + expansion;\n" + " if (dist > maxD || dist < minD) return .0;\n" + " return min(maxD - dist, dist - minD) / expansion; \n" + "float softRing(vec2 uv, vec2 xy, float radius, float progress, float blur) {\n" + " float thickness = 0.2 * radius;\n" + " 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" + "}\n" + "\n" + "float subProgress(float start, float end, float progress) {\n" + " float sub = clamp(progress, start, end);\n" + " return (sub - start) / (end - start); \n" Loading @@ -80,8 +76,8 @@ final class RippleShader extends RuntimeShader { + " float fadeOutNoise = subProgress(0.375, 1., in_progress);\n" + " float fadeOutRipple = subProgress(0.375, 0.75, in_progress);\n" + " vec2 center = mix(in_touch, in_origin, fadeIn);\n" + " float ring = getRingMask(p, center, in_maxRadius, fadeIn);\n" + " float alpha = min(fadeIn, 1. - fadeOutNoise);\n" + " float ring = softRing(p, center, in_maxRadius, fadeIn, 0.45);\n" + " float alpha = 1. - fadeOutNoise;\n" + " vec2 uv = p * in_resolutionScale;\n" + " vec2 densityUv = uv - mod(uv, in_noiseScale);\n" + " float sparkle = sparkles(densityUv, in_noisePhase) * ring * alpha;\n" Loading Loading @@ -137,8 +133,7 @@ final class RippleShader extends RuntimeShader { } public void setResolution(float w, float h, int density) { float noiseScale = 0.8f; float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE * 0.5f * noiseScale; float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE * 0.5f; 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 +9 −14 Original line number Diff line number Diff line Loading @@ -60,17 +60,13 @@ final class RippleShader extends RuntimeShader { + " float d = distance(uv, xy);\n" + " return 1. - smoothstep(1. - blurHalf, 1. + blurHalf, d / radius);\n" + "}\n" + "\n" + "float getRingMask(vec2 frag, vec2 center, float r, float progress) {\n" + " float dist = distance(frag, center);\n" + " float expansion = r * .6;\n" + " r = r * min(1.,progress);\n" + " float minD = max(r - expansion, 0.);\n" + " float maxD = r + expansion;\n" + " if (dist > maxD || dist < minD) return .0;\n" + " return min(maxD - dist, dist - minD) / expansion; \n" + "float softRing(vec2 uv, vec2 xy, float radius, float progress, float blur) {\n" + " float thickness = 0.2 * radius;\n" + " 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" + "}\n" + "\n" + "float subProgress(float start, float end, float progress) {\n" + " float sub = clamp(progress, start, end);\n" + " return (sub - start) / (end - start); \n" Loading @@ -80,8 +76,8 @@ final class RippleShader extends RuntimeShader { + " float fadeOutNoise = subProgress(0.375, 1., in_progress);\n" + " float fadeOutRipple = subProgress(0.375, 0.75, in_progress);\n" + " vec2 center = mix(in_touch, in_origin, fadeIn);\n" + " float ring = getRingMask(p, center, in_maxRadius, fadeIn);\n" + " float alpha = min(fadeIn, 1. - fadeOutNoise);\n" + " float ring = softRing(p, center, in_maxRadius, fadeIn, 0.45);\n" + " float alpha = 1. - fadeOutNoise;\n" + " vec2 uv = p * in_resolutionScale;\n" + " vec2 densityUv = uv - mod(uv, in_noiseScale);\n" + " float sparkle = sparkles(densityUv, in_noisePhase) * ring * alpha;\n" Loading Loading @@ -137,8 +133,7 @@ final class RippleShader extends RuntimeShader { } public void setResolution(float w, float h, int density) { float noiseScale = 0.8f; float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE * 0.5f * noiseScale; float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE * 0.5f; setUniform("in_resolutionScale", new float[] {1f / w, 1f / h}); setUniform("in_noiseScale", new float[] {densityScale / w, densityScale / h}); } Loading