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author TreeHugger Robot <treehugger-gerrit@google.com> 2022-06-29 22:31:36 +0000
committer Android (Google) Code Review <android-gerrit@google.com> 2022-06-29 22:31:36 +0000
commit5e56c83b4f5a3eec3c1198f74ce22f30f0b1d0c1 (patch)
treec16dec48147ec3a6a4c26d77d7c65f33b0cc67d8
parenta4fb5d307a7af6a825fa4a356f36bc6f26095f04 (diff)
parent0547bffe400ecc877e22701d6bd7f6af33c29b4d (diff)
Merge "Fix example AGSL code in the javadoc comments"
-rw-r--r--graphics/java/android/graphics/RuntimeShader.java2
1 files changed, 1 insertions, 1 deletions
diff --git a/graphics/java/android/graphics/RuntimeShader.java b/graphics/java/android/graphics/RuntimeShader.java
index 6abe34b1d675..9c36fc36474c 100644
--- a/graphics/java/android/graphics/RuntimeShader.java
+++ b/graphics/java/android/graphics/RuntimeShader.java
@@ -214,7 +214,7 @@ import libcore.util.NativeAllocationRegistry;
* uniform shader myShader;
* vec4 main(vec2 canvas_coordinates) {
* // swap the red and blue color channels when sampling from myShader
- * return myShader.sample(canvas_coordinates).bgra;
+ * return myShader.eval(canvas_coordinates).bgra;
* }</pre>
*
* <p>After creating a {@link RuntimeShader} with that program the shader uniform can