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| author | 2022-09-08 18:47:00 +0000 | |
|---|---|---|
| committer | 2022-09-08 18:47:00 +0000 | |
| commit | 89acf500cbf7e0a8d26bd46a16302baaf5430a79 (patch) | |
| tree | 52fc187233139e6e8759f018cf813c52b6af44df | |
| parent | 95e397a8b82de97f9806d102f6adc519267e29c3 (diff) | |
| parent | 640927e292d812fc8a08325ecea62c04245824cd (diff) | |
Merge "Fix example AGSL code in the javadoc comments" into tm-dev
| -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 |