From ed5fe20479ef0887255f014fc4048aaac217e756 Mon Sep 17 00:00:00 2001 From: John Stiles Date: Tue, 10 Oct 2023 23:48:43 +0000 Subject: Avoid accidental shadowing in AGSL code. We were shadowing the `turbulence` function with a variable of the same name. This isn't illegal, but it is not a good idea to do this. Renamed the variable to `turb`. Change-Id: Ic2046d2ffe507f03e53a947a884114dd660b143e --- graphics/java/android/graphics/drawable/RippleShader.java | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) (limited to 'graphics/java/android') diff --git a/graphics/java/android/graphics/drawable/RippleShader.java b/graphics/java/android/graphics/drawable/RippleShader.java index 4461f39fd006..c2a7a84ad809 100644 --- a/graphics/java/android/graphics/drawable/RippleShader.java +++ b/graphics/java/android/graphics/drawable/RippleShader.java @@ -109,9 +109,8 @@ final class RippleShader extends RuntimeShader { + " float alpha = min(fadeIn, 1. - fadeOutNoise);\n" + " vec2 uv = p * in_resolutionScale;\n" + " vec2 densityUv = uv - mod(uv, in_noiseScale);\n" - + " float turbulence = turbulence(uv, in_turbulencePhase);\n" - + " float sparkleAlpha = sparkles(densityUv, in_noisePhase) * ring * alpha " - + "* turbulence;\n" + + " float turb = turbulence(uv, in_turbulencePhase);\n" + + " float sparkleAlpha = sparkles(densityUv, in_noisePhase) * ring * alpha * turb;\n" + " float fade = min(fadeIn, 1. - fadeOutRipple);\n" + " float waveAlpha = softCircle(p, center, in_maxRadius * scaleIn, 1.) * fade " + "* in_color.a;\n" -- cgit v1.2.3-59-g8ed1b