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author | John Stiles <johnstiles@google.com> | 2023-10-10 23:48:43 +0000 |
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committer | John Stiles <johnstiles@google.com> | 2023-10-13 15:25:03 +0000 |
commit | ed5fe20479ef0887255f014fc4048aaac217e756 (patch) | |
tree | 05a38cecef6f7d0d71426b6ed212d828ab467829 /graphics | |
parent | 0c175e28e5ca9b8056ab94c2281fa1354843e1c3 (diff) | |
download | base-ed5fe20479ef0887255f014fc4048aaac217e756.tar.gz |
Avoid accidental shadowing in AGSL code.
We were shadowing the `turbulence` function with a variable of the
same name. This isn't illegal, but it is not a good idea to do this.
Renamed the variable to `turb`.
Change-Id: Ic2046d2ffe507f03e53a947a884114dd660b143e
Diffstat (limited to 'graphics')
-rw-r--r-- | graphics/java/android/graphics/drawable/RippleShader.java | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/graphics/java/android/graphics/drawable/RippleShader.java b/graphics/java/android/graphics/drawable/RippleShader.java index 4461f39fd006..c2a7a84ad809 100644 --- a/graphics/java/android/graphics/drawable/RippleShader.java +++ b/graphics/java/android/graphics/drawable/RippleShader.java @@ -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" |