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| author | 2022-06-29 22:31:36 +0000 | |
|---|---|---|
| committer | 2022-06-29 22:31:36 +0000 | |
| commit | 5e56c83b4f5a3eec3c1198f74ce22f30f0b1d0c1 (patch) | |
| tree | c16dec48147ec3a6a4c26d77d7c65f33b0cc67d8 | |
| parent | a4fb5d307a7af6a825fa4a356f36bc6f26095f04 (diff) | |
| parent | 0547bffe400ecc877e22701d6bd7f6af33c29b4d (diff) | |
Merge "Fix example AGSL code in the javadoc comments"
| -rw-r--r-- | graphics/java/android/graphics/RuntimeShader.java | 2 |
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 |