Merge "More subtle sparkle animation" into sc-dev
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@@ -39,7 +39,7 @@ import java.util.function.Consumer;
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public final class RippleAnimationSession {
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private static final String TAG = "RippleAnimationSession";
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private static final int ENTER_ANIM_DURATION = 450;
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private static final int EXIT_ANIM_DURATION = 300;
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private static final int EXIT_ANIM_DURATION = 225;
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private static final long NOISE_ANIMATION_DURATION = 7000;
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private static final long MAX_NOISE_PHASE = NOISE_ANIMATION_DURATION / 120;
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private static final TimeInterpolator LINEAR_INTERPOLATOR = new LinearInterpolator();
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@@ -102,8 +102,8 @@ final class RippleShader extends RuntimeShader {
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private static final String SHADER_MAIN = "vec4 main(vec2 p) {\n"
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+ " float fadeIn = subProgress(0., 0.1, in_progress);\n"
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+ " float scaleIn = subProgress(0., 0.45, in_progress);\n"
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+ " float fadeOutNoise = subProgress(0.5, 1., in_progress);\n"
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+ " float fadeOutRipple = subProgress(0.5, 0.75, in_progress);\n"
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+ " float fadeOutNoise = subProgress(0.5, 0.95, in_progress);\n"
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+ " float fadeOutRipple = subProgress(0.5, 1., in_progress);\n"
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+ " vec2 center = mix(in_touch, in_origin, scaleIn);\n"
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+ " float ring = softRing(p, center, in_maxRadius, scaleIn, 0.45);\n"
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+ " float alpha = min(fadeIn, 1. - fadeOutNoise);\n"
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@@ -210,7 +210,7 @@ final class RippleShader extends RuntimeShader {
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}
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public void setResolution(float w, float h, int density) {
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final float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE * 1.25f;
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final float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE;
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setUniform("in_resolutionScale", new float[] {1f / w, 1f / h});
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setUniform("in_noiseScale", new float[] {densityScale / w, densityScale / h});
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}
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