Loading graphics/java/android/graphics/drawable/RippleShader.java +2 −1 Original line number Diff line number Diff line Loading @@ -41,6 +41,7 @@ final class RippleShader extends RuntimeShader { + " return fract(xy * 95.4307) + fract(xy * 75.04961) - 1.0;\n" + "}" + "const float PI = 3.1415926535897932384626;\n" + "const float SPARKLE_OPACITY = 0.55;\n" + "\n" + "float sparkles(vec2 uv, float t) {\n" + " float n = triangleNoise(uv);\n" Loading @@ -52,7 +53,7 @@ final class RippleShader extends RuntimeShader { + " o *= abs(sin(PI * o * (t + 0.55 * i)));\n" + " s += o;\n" + " }\n" + " return saturate(s);\n" + " return saturate(s) * SPARKLE_OPACITY;\n" + "}\n" + "\n" + "float softCircle(vec2 uv, vec2 xy, float radius, float blur) {\n" Loading Loading
graphics/java/android/graphics/drawable/RippleShader.java +2 −1 Original line number Diff line number Diff line Loading @@ -41,6 +41,7 @@ final class RippleShader extends RuntimeShader { + " return fract(xy * 95.4307) + fract(xy * 75.04961) - 1.0;\n" + "}" + "const float PI = 3.1415926535897932384626;\n" + "const float SPARKLE_OPACITY = 0.55;\n" + "\n" + "float sparkles(vec2 uv, float t) {\n" + " float n = triangleNoise(uv);\n" Loading @@ -52,7 +53,7 @@ final class RippleShader extends RuntimeShader { + " o *= abs(sin(PI * o * (t + 0.55 * i)));\n" + " s += o;\n" + " }\n" + " return saturate(s);\n" + " return saturate(s) * SPARKLE_OPACITY;\n" + "}\n" + "\n" + "float softCircle(vec2 uv, vec2 xy, float radius, float blur) {\n" Loading