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author Andrew Solovay <asolovay@google.com> 2022-09-08 18:47:00 +0000
committer Android (Google) Code Review <android-gerrit@google.com> 2022-09-08 18:47:00 +0000
commit89acf500cbf7e0a8d26bd46a16302baaf5430a79 (patch)
tree52fc187233139e6e8759f018cf813c52b6af44df
parent95e397a8b82de97f9806d102f6adc519267e29c3 (diff)
parent640927e292d812fc8a08325ecea62c04245824cd (diff)
Merge "Fix example AGSL code in the javadoc comments" into tm-dev
-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