Loading graphics/java/android/graphics/drawable/RippleShader.java +1 −1 Original line number Diff line number Diff line Loading @@ -77,7 +77,7 @@ final class RippleShader extends RuntimeShader { + " float scaleIn = subProgress(0., 0.45, in_progress);\n" + " float fadeOutNoise = subProgress(0.5, 1., in_progress);\n" + " float fadeOutRipple = subProgress(0.5, 0.75, in_progress);\n" + " vec2 center = mix(in_touch, in_origin, fadeIn);\n" + " vec2 center = mix(in_touch, in_origin, scaleIn);\n" + " float ring = softRing(p, center, in_maxRadius, scaleIn, 0.45);\n" + " float alpha = min(fadeIn, 1. - fadeOutNoise);\n" + " vec2 uv = p * in_resolutionScale;\n" Loading Loading
graphics/java/android/graphics/drawable/RippleShader.java +1 −1 Original line number Diff line number Diff line Loading @@ -77,7 +77,7 @@ final class RippleShader extends RuntimeShader { + " float scaleIn = subProgress(0., 0.45, in_progress);\n" + " float fadeOutNoise = subProgress(0.5, 1., in_progress);\n" + " float fadeOutRipple = subProgress(0.5, 0.75, in_progress);\n" + " vec2 center = mix(in_touch, in_origin, fadeIn);\n" + " vec2 center = mix(in_touch, in_origin, scaleIn);\n" + " float ring = softRing(p, center, in_maxRadius, scaleIn, 0.45);\n" + " float alpha = min(fadeIn, 1. - fadeOutNoise);\n" + " vec2 uv = p * in_resolutionScale;\n" Loading