Skip to content
Snippets Groups Projects
Commit 0b5e898d authored by John Stiles's avatar John Stiles Committed by Automerger Merge Worker
Browse files

Merge "Avoid accidental shadowing in AGSL code." into main am: d053371e am:...

Merge "Avoid accidental shadowing in AGSL code." into main am: d053371e am: 976a9062 am: 9fce1b42 am: 2cce29e6

Original change: https://android-review.googlesource.com/c/platform/frameworks/base/+/2783534



Change-Id: I4a5ce5487fe24d1d2f34ec0f386a0f55a69427d9
Signed-off-by: default avatarAutomerger Merge Worker <android-build-automerger-merge-worker@system.gserviceaccount.com>
parents d829f22b 2cce29e6
No related branches found
No related tags found
No related merge requests found
......@@ -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"
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment