Loading graphics/java/android/graphics/drawable/RippleShader.java +2 −3 Original line number Diff line number Diff line Loading @@ -109,9 +109,8 @@ final class RippleShader extends RuntimeShader { + " float alpha = min(fadeIn, 1. - fadeOutNoise);\n" + " vec2 uv = p * in_resolutionScale;\n" + " vec2 densityUv = uv - mod(uv, in_noiseScale);\n" + " float turbulence = turbulence(uv, in_turbulencePhase);\n" + " float sparkleAlpha = sparkles(densityUv, in_noisePhase) * ring * alpha " + "* turbulence;\n" + " float turb = turbulence(uv, in_turbulencePhase);\n" + " float sparkleAlpha = sparkles(densityUv, in_noisePhase) * ring * alpha * turb;\n" + " float fade = min(fadeIn, 1. - fadeOutRipple);\n" + " float waveAlpha = softCircle(p, center, in_maxRadius * scaleIn, 1.) * fade " + "* in_color.a;\n" Loading Loading
graphics/java/android/graphics/drawable/RippleShader.java +2 −3 Original line number Diff line number Diff line Loading @@ -109,9 +109,8 @@ final class RippleShader extends RuntimeShader { + " float alpha = min(fadeIn, 1. - fadeOutNoise);\n" + " vec2 uv = p * in_resolutionScale;\n" + " vec2 densityUv = uv - mod(uv, in_noiseScale);\n" + " float turbulence = turbulence(uv, in_turbulencePhase);\n" + " float sparkleAlpha = sparkles(densityUv, in_noisePhase) * ring * alpha " + "* turbulence;\n" + " float turb = turbulence(uv, in_turbulencePhase);\n" + " float sparkleAlpha = sparkles(densityUv, in_noisePhase) * ring * alpha * turb;\n" + " float fade = min(fadeIn, 1. - fadeOutRipple);\n" + " float waveAlpha = softCircle(p, center, in_maxRadius * scaleIn, 1.) * fade " + "* in_color.a;\n" Loading