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author Lucas Dupin <dupin@google.com> 2021-03-12 16:46:37 +0000
committer Android (Google) Code Review <android-gerrit@google.com> 2021-03-12 16:46:37 +0000
commit516e54a8a7b766a8687c886676b0b8d4e3118f01 (patch)
treec4883893edf38cc71b6b5ee52de359f0d088f7ef
parent7293a654a6146aa085d37eb15ee20671cdfa80ae (diff)
parent916a9c6c1062356cadec1eb7aeb19232e4f9cade (diff)
Merge "Further shader optimizations" into sc-dev
-rw-r--r--graphics/java/android/graphics/drawable/RippleShader.java57
1 files changed, 3 insertions, 54 deletions
diff --git a/graphics/java/android/graphics/drawable/RippleShader.java b/graphics/java/android/graphics/drawable/RippleShader.java
index 25492779e6e9..657a32c1ac46 100644
--- a/graphics/java/android/graphics/drawable/RippleShader.java
+++ b/graphics/java/android/graphics/drawable/RippleShader.java
@@ -61,53 +61,6 @@ final class RippleShader extends RuntimeShader {
+ " return 1. - smoothstep(1. - blurHalf, 1. + blurHalf, d / radius);\n"
+ "}\n"
+ "\n"
- + "float softRing(vec2 uv, vec2 xy, float radius, float blur) {\n"
- + " float thickness = 0.4;\n"
- + " float circle_outer = softCircle(uv, xy, radius + thickness * 0.5, blur);\n"
- + " float circle_inner = softCircle(uv, xy, radius - thickness * 0.5, blur);\n"
- + " return circle_outer - circle_inner;\n"
- + "}\n"
- + "\n"
- + "struct Viewport {\n"
- + " float aspect;\n"
- + " vec2 uv;\n"
- + " vec2 resolution_pixels;\n"
- + "};\n"
- + "\n"
- + "Viewport getViewport(vec2 frag_coord, vec2 resolution_pixels) {\n"
- + " Viewport v;\n"
- + " v.aspect = resolution_pixels.y / resolution_pixels.x;\n"
- + " v.uv = frag_coord / resolution_pixels;\n"
- + " v.uv.y = (1.0 - v.uv.y) * v.aspect;\n"
- + " v.resolution_pixels = resolution_pixels;\n"
- + " return v;\n"
- + "}\n"
- + "\n"
- + "vec2 getTouch(vec2 touch_position_pixels, Viewport viewport) {\n"
- + " vec2 touch = touch_position_pixels / viewport.resolution_pixels;\n"
- + " touch.y *= viewport.aspect;\n"
- + " return touch;\n"
- + "}\n"
- + "\n"
- + "struct Wave {\n"
- + " float ring;\n"
- + " float circle;\n"
- + "};\n"
- + "\n"
- + "Wave getWave(Viewport viewport, vec2 touch, float progress) {\n"
- + " float fade = pow((clamp(progress, 0.8, 1.0)), 8.);\n"
- + " Wave w;\n"
- + " w.ring = max(softRing(viewport.uv, touch, progress, 0.45) - fade, 0.);\n"
- + " w.circle = softCircle(viewport.uv, touch, 2.0 * progress, 0.2) - progress;\n"
- + " return w;\n"
- + "}\n"
- + "\n"
- + "vec4 getRipple(vec4 color, float loudness, float sparkle, Wave wave) {\n"
- + " float alpha = wave.ring * sparkle * loudness\n"
- + " + wave.circle * color.a;\n"
- + " return vec4(color.rgb, saturate(alpha));\n"
- + "}\n"
- + "\n"
+ "float getRingMask(vec2 frag, vec2 center, float r, float progress) {\n"
+ " float dist = distance(frag, center);\n"
+ " float expansion = r * .6;\n"
@@ -126,19 +79,15 @@ final class RippleShader extends RuntimeShader {
+ " float fadeIn = subProgress(0., 0.175, in_progress);\n"
+ " float fadeOutNoise = subProgress(0.375, 1., in_progress);\n"
+ " float fadeOutRipple = subProgress(0.375, 0.75, in_progress);\n"
- + " Viewport vp = getViewport(p, in_resolution);\n"
- + " vec2 touch = getTouch(in_origin, vp);\n"
- + " Wave w = getWave(vp, touch, in_progress * 0.25);\n"
+ " float ring = getRingMask(p, in_origin, in_maxRadius, fadeIn);\n"
+ " float alpha = min(fadeIn, 1. - fadeOutNoise);\n"
+ " float sparkle = sparkles(p, in_progress * 0.25 + in_secondsOffset)\n"
+ " * ring * alpha;\n"
- + " vec4 r = getRipple(in_color, 1., sparkle, w);\n"
+ " float fade = min(fadeIn, 1.-fadeOutRipple);\n"
- + " vec4 circle = vec4(in_color.rgb, softCircle(p, in_origin, in_maxRadius "
- + " * fadeIn, 0.2) * fade * in_color.a);\n"
+ + " vec4 circle = in_color * (softCircle(p, in_origin, in_maxRadius "
+ + " * fadeIn, 0.2) * fade);\n"
+ " float mask = in_hasMask == 1. ? sample(in_shader).a > 0. ? 1. : 0. : 1.;\n"
- + " return mix(circle, vec4(1.), sparkle * mask);\n"
+ + " return mix(circle, vec4(sparkle), sparkle) * mask;\n"
+ "}";
private static final String SHADER = SHADER_UNIFORMS + SHADER_LIB + SHADER_MAIN;